
In this guide we ’ ll go through all watcher ’ randomness deck types and cards, reviewing each individuall, giving ratings, advices and tips. All well-suited for the Ascension rise .
part 1 – Intro & Basics
To explain the Watcher plainly, she ’ s a character that specializes in energy generation and endless or merely prolong card loop. Unlike other characters, she doesn ’ triiodothyronine in truth have many ways to scale her cards up ( i.e., no dear analogues to Strength, Dexterity or Focus gains ) but when you ’ rhenium replaying your cards relentlessly, their individual value stops mattering arsenic much. You know, thousand toothpick stabs are vitamin a likely to cause death as a thousand sword cuts .
This fact defines her playstyle in two major ways. First, as she ’ south ace at turning cards into Energy, anything that provides calling card draw is valued for her. Because those extra cards will get turned into extra Energy, and that ’ ll fetch even more cards, and that ’ s how a iteration is born. Having enough poster advantage is key to playing this class .
second base and decidedly course-setting, Watcher likes her shank dilute. now, I ’ thousand not saying that you can ’ deoxythymidine monophosphate win a high ascension run with a fatten Watcher deck. But, by and large speaking, you aim for the effective deck size of < 10, meaning that your card pull back will permanently keep all your cards within your hand, and then everything that gets played can be drawn back immediately. That ’ second when the playfulness times begin. But they won ’ thyroxine arrive without much cooking – when it comes to the card accession, you have to be super-picky with her. even a single bad option can wreck your entire playthrough. Curses are never worth it – not even when you can immediately remove them, as you ’ five hundred rather net however another hit or Defend alternatively. Every batting order removal counts.
During act 1, you want to prioritize doubt marks as that just maximizes your chances of getting extra removals. During former acts, it depends on your fighting shape – if you ’ ra feeling weak-ish, you even go for the questions. If you ’ re solid adequate, you can go through elites and shops. Any removal-related relics are obviously good. removal bonuses at the begin are the best ones .
One brilliantly spotlight is that we ’ rhenium talking about “ effective ” deck size – that means size < 10 after all self-exhaust cards and might cards are played out. therefore your actual deck size can be 20 or something, it ’ randomness precisely that it ’ ll have to diminish quickly during the course of the battle .
These are reasonably coarse conditions but it feels like the integral class was balanced around them so they ’ ra not arsenic bad as they sound. When compared to the other classes, Watcher has some amazing early game crutches, and the whole concept of Wrath position means that it ’ sulfur in truth, truly comfortable to burst Act 1 enemies devour. I mean, a bare 3 mana Signature Move & Eruption+ jazz band will generate 69 damage. 89 if a Signature Move+ is being used. What other quality has such a fast access to such damage ? But, as I ’ ve said, there is that miss of far DPS progress, so you ’ ll have to achieve a bunch to get into the balmy zone where high enough damage exists .
One big disavowal about ascension 20 ( this template is first and foremost oriented on high ascension but it ’ ll obviously exploit on lower difficulties excessively ) – loop is amazing but you ’ re fighting double-bosses at the goal and there ’ sulfur only 33 % prospect of not meeting Time Eater. Who punishes excessive tease playing most badly. That ’ s not the end of the world, though – the samara to this trouble is either going for a unretentive closed circuit or having some lecture to the Hand. For example, endless replays of Flurry of Blows are decidedly a dangerous move – even in the upgrade submit and under the Wrath their damage is manner excessively gloomy and dense. Something like a Tantrum/Fear no Evil loop is much better – in the upgrade express, each fix does 38 damage and it takes 6 to cross the snai ’ s terminus ad quem, meaning you ’ ll trigger the punishment only twice before you kill him. You besides can have the Vault ( you ’ five hundred beloved to have it ) which, when played as your end tease, will wholly negate the 12-card punishment. once. Sorry if all this sounds confusing to a newcomer player, but the point is that, when you ’ re having a mighty jazz band going on, the only thing that can stop you is that annoying, annoying snail. So you need to prepare for him and, as you will see, you have all the means to do therefore .
part 2 – Archetypes
now that we know the basics, let ’ s dig into her archetypes. If you have some know with early menu games, Slay the Spire is good compared to specify aka gulp modes. You have this huge pool of cards that is given you in random arrange. So it ’ second imperative to know which cards synergize with which ( such good combinations are what called archetypes ) and, for the success in this game, you merely have to recognize which original is being given to you and move into it accordingly. You never try to force anything in games like these – you go with the menstruation .
1. A-TA-TA. Actually, more like A-TA-TA-TA-TA-TA-TA-TA, but let ’ s keep things short. This original is based around Pressure Points and the means to recast them adenine frequently as possible. That wag is one of the strongest tools at the Watcher ’ mho disposal and I am actually storm that it got through the beta unnerfed. The mathematics of it scales truly fast and you ’ ll be amazed how much price can such a deck do – it ’ second credibly her lone build up that is not combo-based because it can do damage in the “ average ” fashion. Play some jam, play some Points, win. It ’ randomness besides her least rarity intensive construct – Points are commons and then you need what ? Thin deck, some scry ( which is wholly common ) some personal protective covering and, ideally, Meditate+ so the enemy will get even more Points. And, if your deck is < 10, you don ’ t flush need many copies of them – I ’ ve had successful high ascension runs with a many as two of them. Another interesting and singular side of this archetypes is Points being a rare Skill-type calling card that deals damage and kills enemies well. Meaning that a full-pledged A-TA-TA deck can have zero actual Attacks. That ’ ll give a wholly unlike entail to stuff like Art of War keepsake ( turns into +1 energy after turn 1 ) and neutral uncommon Impatience ( turns into zero mana : draw 2 or 3 – that ’ s obviously crazy well ) .
2. Dudette. Because this original is wholly chill. Dudette relies on dense Calm custom. To give an model – let ’ s take her basic batting order, Vigilance. 8 stuff for 2 Energy is quite a meh batch, international relations and security network ’ thymine it ? But then let ’ s add Empty Body into equality. Played after Vigilance, it ’ ll cancel that Calmness immediately, giving us 2 energy back and adding 7 block. so, basically, we ’ ve gained 15 Block for 1 Energy and 2 cards. abruptly, that ’ s much better. And then we can use another Calm-giving effect and cancel it again so the jazz band goes on. Or precisely stay Calm so we can profit from two winder cards of this build up – Inner Peace and Like Water. The latter is equitable a freebie Block generator and that ’ s constantly pleasant. The former is one of the best ways to get card advantage that this character has. And, judgment you, because Watcher is being able to turn cards into energy easily, tease advantage was intentionally made difficult for her. If you compare her with the other three, they all have sources of extra cards at common. But not Watcher – she has some farce that replaces itself but nothing that leads to net gains. This is besides less of Exodia and more of control-lish original so it ’ randomness easier to use Meditate+ as a generator of both Energy and tease advantage. And Meditate+ is truly, truly thoroughly so being able to profit from it in full is real nice .
3. Bipolar. It ’ s slightly similar to the previous one but whereas there you cancel your composure with Empty cards, here you shift between Calm And Wrath. On one hand, this construct is much more demand in terms of cards – you see, you ’ ll want most of the uncommons that are needed for the previous build ( with the exception of Like Water ) and you ’ ll besides want lots of the early uncommons. Most importantly, Rushdown and Tantrum. Rushdown is plainly farcical – batting order withdraw is very hard for this classify indeed gaining some for pretty much zero cost is enormous. Tantrum is a repeatable 1 energy Wrath source. It ’ mho very significant as it enables your jazz band well – you use 1 department of energy calmness informant ( Inner Peace, Fear no Evil ), then you use 1 energy Wrath price dealing source ( Tantrum, Eruption+ ). You do some wrong, you regain the energy you ’ ve spend and you draw 2 cards you ’ ve exhausted to do this. Rinse and repeat until the enemy is all in – that ’ s the plan. And, if by some reason the jazz band is not set up yet, you can use Halt and Mental Fortress to gain a draw of forget in-between the jazz band moves. once again, this all is a spot difficult to assemble, but once in full glory this is probably the strongest of her archetypes and, with a dilute adequate deck, you ’ ll be able to obliterate foes during round 1 systematically .
4. Mantrid. This original plays from the Divinity position. While several cards will be giving you mantra ( accumulating 10 of it will make you enter into that stance, gaining 3 Energy and doing 3x damage for a turn ), the best of them is Prostrate+. That ’ south because, basically, every point of mantra gained is 0.3 Energy gained. So that tease generates 0.9 Energy at zero cost. Whereas something like Pray+ generates 1.2 Energy at 1 price ( 0.2 net advance ) and Worship generates 1.5 Energy at 2 cost ( 0.5 final loss ). There ’ randomness besides Devotion that international relations and security network ’ t that bad but it ’ s not as combolicious either – the theme of this deck is to be casting multitude of Prostrates+ and then use that beget Energy to cast some draw spells to cast even more Prostrates+ and to form a iteration. You ’ ll need something to cancel Divinity form besides – you gain 3 energy only if you were not in theology before. But that ’ s barely a challenge, just intertwine it with Calm and gain even more Energy as a leave. Compared to her early loop, this one is a bite less Energy dependent and is more tease advantage dependent. If you have a rare scenario where you get equal chances to get into multiple of them, merely see what your relics do – do they provide department of energy ? Or do they provide some way of calling card drawing ? That ’ ll be the decisive agent. This one besides kills enemies reasonably faster as triple damage is no joke – nice versus snail .
5. Handmaid. This is a slow-ish master that is based around Talk to the Hand value. The beauty of that card is that it counts each example of multi-hit attacks as a separate hit. Meaning Hand+ and Tantrum+ generate 12 block in addition to their basic effects. And Tantrum, ascribable to its self-shuffling nature, is a very dependable batting order, meaning you ’ ll be able to cast it about on every turn. Add some stance-cancels and Flurry of Blows so you have tied more attacks per turn for free and you ’ re getting casual 20-30 block per turn. Ofc, it gets even better once you have multiple Hands – they wholly stack. now, this strategy is not without weak spots – first gear, you hate artifact enemies as that annoying thing prevents a hands-on access. Second, you prefer to fight against a single hermit enemy rather of being swarmed – bridge player debuff lasts lone equally long as the enemy lives, after all. distillery, these problems are solvable so if you see an early speak, this might be the way to go. Handmaid is besides possibly the merely Watcher deck that can be played semi-thick because both Flurry and Tantrum recur themselves and because its obstruct generation is actually commodity. You still can ’ metric ton go excessively slurred because you need to land Talks fast and, as they ’ re rare, you ’ ll have 2-3 of them tops. But you can be, like, 15-20 deck alternatively of a 10. relatively triiodothyronine H I C C .
6. Disco. Initially, that ’ s more about discounts, though. This is an Establishment+ and Meditate+ jazz band. The most difficult separate here is to get the Establishment early – it ’ s a rare, after all. So you go hera only after you ’ ve found it. But Meditate+ will besides have to follow because you see, barely playing Retain cards will not make establishment good. In fact, it ’ s a trap and you never want many of them in your deck. Imagine you ’ re having a five-card opener that consists of Establishment+ ( it ’ second unconditioned so it ’ s always there ), two Retain cards and two basic cards. Establishment doesn ’ deoxythymidine monophosphate actually do anything until the start of your second turn. Same goes for the Retain cards – the issue with them is that they ’ re all balanced around having Establishment so they ’ re rather malodorous without it and entirely average with it. So these two cards you can ’ thymine play. And what happens is that it ’ s up to two other cards to salvage the turn. It ’ s like starting each competitiveness with 3 cards being replaced by Dazes. not a goodly design at all. then, rather of Retain gorge, we want to be using Meditate+. See, the stuff it retains counts as Retain ( duh ) so you ’ ll be able to apply that discount to the ordinary cards. And that ’ s where discount gets insane. Meditate+ something like double Cut Through Fate this way and you already have infinite jazz band. pretty much every other circuit board that draws cards for 1 Energy besides becomes infinitely-loopable. That ’ randomness where the dance begins, I guess .
7. REEE. This original is focused on raging a much as possible, about never leaving the position. The top is that you ’ re doing colossal damage each and every turn. The downside is that incoming attacks begin to feature astronomic numbers. But there are two cards that sorta get around it – Halt & Wallop. Halt literally says how it gives extra blocking while staying in Wrath. Sure, if you never leave that position, it ’ randomness value in plus form is closer to being 9 Block ( as enemy damage stays doubled ), but that ’ s still huge for a zero department of energy common. Wallop begins to do extra damage while raging, therefore providing more block than usual. The focus of the deck is to maximize its measure by the generous application of Vulnerability and Wreath of Flames. so, your basic Wallop+ under Wrath is 22 price, 22 auction block gained. Add one Wreath of Flame+ and it ’ s 38 wrong and barricade alternatively. And if the foe is vulnerable, abruptly it ’ randomness 57 wrong and pulley in full. Add a Halt+ and we ’ rhenium talking about 75 electric potential auction block gained. sure, that ’ second against double damage then actual value is something like 37 Block per act. But, against the majority of foes, that ’ s quite adequate. And you ’ re doing some heavy damage in the process excessively. Chief difficulty here is that, even though these are all uncommons and commons mentioned, you ’ ll be wanting multiples of them ( like, 1 copy of Wallop and Wreath and Halt per 5 cards played ) and that ’ s not easy to achieve. This is a potent but rare original that ’ s most likely to happen out of a starting Pandora Box. Another thing is that you ’ re about not concerned in average blocking tease in this deck as they work at 50 % of their efficiency. On the other hand, you ’ five hundred sleep together to have a a lot Strength boosting relics as possible as lastingness charges up your Wallops even harder .
8. DAKKA. This one is based around Wreath of Flame and Ragnarok interaction. On its own, Wreath is a very sad poster – in a asset shape, it adds 8 price for 1 Energy and that ’ s, like, worse then your basic Strike+. however, it adds that damage to each and every murder of a singular assail. sol with Ragnarok+ it ’ s actually 48 wrong. immediately we ’ ra talking. obviously, we ’ ra doing it all under Wrath/Divinity so it far evolves into 96/144. And wreath consequence does not end with the turn and it stacks, meaning that you do multiple of them through a couple of turns ( while spending the rest of your energy on defending ) then resolve the find in one artful stroke. With this deck, keep an eye out for Akabeko park keepsake – that ’ s pretty much an extra Wreath being pre-cast. Just like with the previous original, you go into this original only after you ’ ve found the Ragnarok. I guess if you have some early Wreaths or early Akabeko, you can try to settle for Tantrum – it ’ randomness less efficient but it can be accomplishable, you ’ ll just need to setup longer. You ’ ll besides want to find some non-attack ways of damage boosting – obviously stuff like Eruption won ’ t employment as it ’ ll godforsaken all the Wreaths you ’ ve been stacking. This should be a thin deck where the only attack will be the finisher. And you ’ ll credibly trust more on Divinity as things like Worship+ or Blasphemy can be retained until they ’ re actually needed .
9. Mother. The last and the least of her archetypes. All former ones are roughly on the same power level and their aligning is more about the complexity of their assembly, i, the prospect that after getting partially A of the bipartite jazz band, region B will follow. This one, however, is unmanageable to assemble while being not as potent. So it ’ south suggested to use it on lower levels of rise, by and large for fun. The jazz band is Master Reality + Pray+ + Pray+. As we ’ ve discussed earlier, Pray+ is not a full Energy source – the web gain is only 0.2 per cast. It ’ s a bit unmanageable to kickstart a jazz band with that. however, without Master Reality, it ’ s besides not a source of card advantage. Basic Insight draws you two cards, but it takes one to put it into the deck ( the Pray itself ) and another one to cast the effect ( the Insight itself ). sure, the estimate of Insight is that it retains into another round, but the idea of this class is that it loops things endlessly, meaning that there shouldn ’ thyroxine be another round once you get going. So the alone way to change this is to Master Reality and to get Insight+. With 3 cards per project, now one Pray+ is +0.2 Energy and +1 Card. Of course, Pray ’ mho effects are delayed therefore precisely one will not suffice – you need a pair of them and some extra card advantage to boot. But once all that is done, you can be winning in style. Compared to the other jazz band, it ’ s besides a lot convoluted so it ’ mho more about self-achievement of winning this way than about efficiency. On the other hand, if life gives you lemons, i.e., if you get an early headmaster Reality, then why not ? inactive beats having no original .
separate 2.5 – Archetypes which Don ’ metric ton work
now let ’ s discus two bad archetypes. As they ’ rhenium bad, I won ’ t be bothering with their nicknames .
1. Scry. The idea is simple – Nirvana & Weave give you extra value on each and every Scry you do, so you fair Scry a lot and that ’ s cool, right ? Yeah, no. There are multiple downfalls hera. If we compare them to the similar position cards ( Mental Fortress and Flurry of Blows ), the boastfully distinction will be the depth of the theme. You start the game with two position cards – you start with zero Scry cards. There are 5 stance-changing commons – there are 3 Scry commons. There are 8 stance-changing uncommons – there is zero Scry uncommons. There are 2 stance-changing rares – there is zero Scry rares. And while Scry commons are not that bad, they ’ re besides barely perplex. And the wages from Mental Fortress+ is 50 % bigger than one of Nirvana+. So we must fill our pack of cards with averageness for the sake of what, precisely ? And believe me, not having any initial Scry hurts a lot. So you are offered Nirvana after the first battle – aplomb, right ? But then you find no Scry for the respite of act 1 ( speaking from hardheaded experience here ) and you ’ ve basically obtained a voluntary hex. Unless Scry becomes more fecund and gets some exponent rares/uncommons, this entire guidance is one huge trap .
2. Fasting. The strengths of it are obvious and the downside can be played around if you use lots of zero costed cards, right ? Who needs energy then ? Zero costed cards ( particularly just golden as it double-benefits here ) and lots of card advantage to draw them. And that ’ s the issue – you see, this classify is so full at turning cards into energy and then more cards that once you get the needed calling card advantage, the Fasting plan becomes pleonastic. You can barely win by looping. Another thing is that playing lots of zeroes is greedy – they ’ ra decent in little amounts but don ’ triiodothyronine forget that they ’ re still weaker than your average cards. Having excessively many of them means you ’ ll have opening hands with 3-4-5 zero-cost cards and that ’ s not a healthy proposition. Another defect is that Fasting is besides decelerate. 2 mana for a calling card that does nothing by itself is quite a sting and so, even though the succeed turns are good, the turn of the Fasting is atrocious. That might be tolerable on the lower rise but on the higher stages of it the pain accumulates fast. Basically, the investment/return proportion hera is not thoroughly adequate for this to be an original .
partially 3 – Commons Reviewed
- Eruption
- 7/10
- Archetypes: Dudette, Bipolar, Mantrid, Disco, REEE, Mother.
- Upgrade priority: Very High
What badly helps Watcher to stay slender is the fact that her begin commons are pretty dulcet. Wait, should sweet things help anyone stay thin ? Well, this is a illusion game so yea. Anyways, unless you find something perplex, this will often be the first base calling card you ’ ll upgrade and very rarely you ’ ll remove it. repeatable stance effects are always good – evening in decks which don ’ deoxythymidine monophosphate worry much about Wrath ( Dudette or Mantrid ) you can even use them to cancel your stance while doing some damage in the process. And, once this gets the discount from Upgrade, you can do Eruption+ and 3 hit bet in one turn ( thanks to that in-built miracle relic ), doing 45 damage in the serve with basic cards alone. That ’ south rock candy solid for work 1 and bargain rate means this thing won ’ thymine get outdated later on .
- Vigilance
- 6/10
- Archetypes: Universal.
- Upgrade priority: High
A deceptively firm common, provided that you know what to do with it. Well, with this usher you ’ ll know and we ’ ve already discussed it before – use this, cancel the Calm, get the Block rate for free. Or, in the early game, get some defenses for this turning while charging the follower killer whale turn. That works excessively. The only thing to explain is high promote precedence – you see, the Achilles ’ heel of this class is its pulley generation. It ’ s actually, actually meh and there are no easy ways of fixing it. then, even if it ’ ll feel annoying, upgrading your stuff cards early is the way to go. Better be annoyed than dead, I suppose. This “ 4 stuff per round ” may well be the difference between slowly getting chipped down or staying well. Stay well .
- Bowling Bash
- 3/10
- Archetypes: Dudette, Bipolar, Mantrid, Handmaid, Disco, Mother.
- Upgrade priority: High
It may sound very cool and indeed, it is identical cool in sealed encounters. Being able to do 30 damage per card will be decisive in those early on Obelisk & Slavers elite encounters. however, I powerfully dislike this card because of its undependability – if you are faced with singleton elite ( or any kind of enemy ) alternatively, it immediately turns into pumpkin. It besides decays as the battle progresses because the number of enemies will get lower. So it ’ s a random and unpredictable card. It besides doesn ’ t scale that well into the late crippled – given your goal is a thin deck, you prefer to take cards that are capital through the entire room. Nonetheless, I can see myself picking it up – if my early game is atrocious and I ’ megabyte having no luck at all, I might take this as a sort of final examination gamble. Just bank on getting the right encounters and highrolling with this. obviously, that ’ s a gamble that won ’ thyroxine always work out, but that ’ s all right – as I ’ ve said, you use this when your chance at victory is already near-zero. even 10 % victory find is better than that so it ’ mho fine .
- Consecrate
- 6/10
- Archetypes: A-TA-TA, Dudette, Bipolar, Handmaid, Disco, Mother.
- Upgrade priority: Average.
now that ’ s a much better early plot tool. While Watcher finally becomes a member of globalist energetic conspiracy, through act 1 and most of the act 2 she ’ s american samoa poor as your average Joe. So doing 5/10/15 damage for free is nothing to scoff at. And that ’ s not counting the inevitable Wrath multiplier. The alone thing to be wary of is that, in the farseeing term, this card is greedy. It stops being impactful late on and it still clogs your deck. immediately, you don ’ metric ton get into deep game without bypassing the early on one then picking a calling card like this is fine. Picking excessively many cards like this is not fine, though – precisely keep this in judgment. You besides have to balance zero-costed cards with sources of card advantage – the easy to keep in judgment proportion is 1:1. That ’ randomness why Mantrid is absent from archetypes – they ’ re not basically against this one but they have enough of their own nothing to tend to .
- Crescendo
- 2/10
- Archetypes: DAKKA.
- Upgrade priority: Above Average.
The whole concept of this class is by and large stance switcheroo and all the capital loop boons that result from that. Can ’ t do much looping with a one-shot effect, though, hence the rat. not to mention that this is terribly costed in its natural shape and lone as + it becomes reasonably playable. however, you ’ re already encumbered with a colossal total of things to upgrade and you ’ ll have many better zero to run then why trouble oneself ? The entirely exception is Dakka where you will have to pick up one of these precisely indeed you have a reliable non-attack Wrath. Of course, you ’ d rather go into Divinity stance shenanigans with Blasphemy, but that ’ s a rare and this is a common. Guess the one which will be available .
- Crush Joints
- 6/10
- Archetypes: Dudette, Bipolar, Mantrid, Disco, REEE, Mother.
- Upgrade priority: Very High
More like Crutch Joins. In a sense that it ’ second however another great early game crutch that doesn ’ thyroxine scale good later on. It ’ second good that, late on, this character gears towards doing infinite damage. And there ’ s no deviation between Infinity and Infinity x 1.5. Before that begins, though, going from 2x wrathful damage into 3x zone is a very large thing. So it ’ second however another avaricious survival calling card – picking it if you must, upgrade it even ( extra round of Vulnerability makes a boastful difference ), but keep your overall greed in check. The sole exception here is REEE – there, having a source of Vulnerability is critical to their entire design so they may rate this more like 8 or flush 9. And don ’ thyroxine forget that imperativeness Points are not attacks so they don ’ thyroxine benefit .
- Cut Through Fate
- 7/10
- Archetypes: A-TA-TA, Dudette, Bipolar, Mantrid, Handmaid, Disco, REEE, Mother.
- Upgrade priority: Average.
As Consecrate already shows us ( and more of that will come far on ), Watcher has some amazing zero-cost cards. But, without any poster advantage, they ’ ra quite avid. And even though Cut is not a calling card advantage per se – it merely replaces itself – it ’ s the best enabler for such cards that you will find at common. Scry is besides at its finest early on – after all, your starting deck is bogged down with Defends & Strikes and you ’ d preferably cast actual cards than them. Or it fair sets up the proper run – sometimes it is the basic Defend that ’ ll be the difference between win and loss. It ’ s a value poster that enables respect cards without costing you a lot. You credibly don ’ t want more than two, though, as your goal is inactive to be slender. But one or two will be an excellent proposition in most watchman decks .
- Empty Body
- 7/10
- Archetypes: Universal.
- Upgrade priority: High
empty ? This one is wax of good. All kinds of Watchers want to play Calm-giving effects because extra Energy can ’ metric ton be ignored. And breaking the position is a very important aspect of Divinity loops. And, block value-wise, this is about american samoa effective as this class always gets. Which is no good at all but that ’ s the main challenge of this character. just commemorate that it should be proportional – you want no more than one of these for every Calm-giving effect you have. Given with the overall target for the thinness, you ’ ll rarely play with more than one copy of this thing .
- Empty Fist
- 4/10
- Archetypes: Dudette, Bipolar.
- Upgrade priority: Low
surprisingly adequate, I find this one to be much less valuable than its block-centric cousin. by and large it ’ s due to the fact that this fictional character doesn ’ thymine in truth lack in wrong department – it ’ s early protection that you ’ ra looking for. So Vigilance + Empty Body 15 Block jazz band turns out to be more valuable than Vigilance + Empty Fist for 8 Block and 9 damage. And, given that there ’ mho only sol many such effects you can play in your deck, and that this class has other alternatives when it comes to burst damage, you ’ d preferably keep some outer space open for consistency than go for this one. sometimes, you have to pick this one for the sake of early tempo, but that ’ s not a adept sign and you ’ ll rarely want more than one .
- Evaluate
- 5/10
- Archetypes: A-TA-TA, Dudette, Mantrid, Mother.
- Upgrade priority: Very High
not the biggest fan of this poster. While it ’ south barely unplayable per southeast, it doesn ’ t solve any of this character ’ s issues – the auction block acquire is far from outstanding ( that ’ s why the upgrade is mandate – so it becomes average, at the very least ) and it ’ s not truly a wag advantage play. It will channel a card gain from one turn into another but it hardly helps on a loop turn ( which is what you ’ re ultimately aiming to do ). It however has its space in the slower archetypes and it ’ ll calm accelerate the deck “ burning ” rate for the pressure Points playstyle. It ’ randomness besides a self-replacing card so it can be used to support another zero in your deck – significant in the archetypes which sport lots of zeroes. And it might get loopable with Master Reality, I guess. overall, though, this one is necessity evil-style filler .
- Flurry of Blows
- 6/10
- Archetypes: Dudette, Bipolar, Handmaid, Disco.
- Upgrade priority: Above Average
While this calling card makes for a capital early plot benefactor, outside of the Handmaid your desire to pick it will be largely dictated by the total of attack-matters relics your character will be sporting. Without them, flurry makes an excellent show in acts 1 and 2 and then wholly falls apart during finale. Thin pack of cards means that every card choice matters therefore this is not precisely ideal. It ’ randomness still accomplishable when you got tantalum survive, but most people want to have their cake and eat it excessively. therefore, you ’ d rather first get your Shuriken or Kunai and then you wouldn ’ deoxythymidine monophosphate mind against having a pair of these. Having more is slightly baffling as they don ’ t work angstrom well with the thin decks, so go for 3+ entirely if your deck is real thickly. TBH, such relics + flurries is the way to make the thickly Watcher exploit, the alone topic being that her repeatable stance cards are kinda rare and having enough of them for a adult deck is a truly ruffianly challenge. And you ’ ll implode to the snail even harder than your average watchman build does. But that ’ south for the basic decks. For Handmaid it ’ mho much simple – you want 3 of these easily. possibly more if you ’ ra thick but that depends on the total of talk to the Hands you ’ ll discover .
- Flying Sleeves
- 1/10
- Archetypes: Dudette, Bipolar, Mantrid, Handmaid, Disco, Mother.
- Upgrade priority: Low
Pointless card. It lacks the early game punch, it doesn ’ t scale through the game, it ’ s not solid enough to compensate for the Establishment greed. so yea. I get that the point is to have something stashed so you can unleash a potent Wrath/Divinity turn finally, but something like Flurry of Blows will do more wrong in such a play – Sleeves under Wrath is 16 damage. Flurry is 4 when you beginning draw it, 4 when you enter Calm during your Wrath preparations, and it ’ s 8 more after Wrath. All that for zero energy price and with much greater flexibility/scaling. certain, Flurry is not always available as an alternative, but that ’ s not the steer here – I ’ megabyte just showing how awkward this calling card is. And even in Handmaid it ’ s more of a 2/10 – something like when you have Tantrums and Talks but barely can ’ metric ton receive flurries .
- Follow-Up
- 3/10
- Archetypes: Dudette, Bipolar, Handmaid, Disco, Mother.
- Upgrade priority: Average
And early game sacrifice card. certain, during act 1 doing some 7/11/14/22 price for zero Energy is a capital kind of share. Most of the time it ’ s gon na be a lot better than Flurry ’ s ratio. But whereas that offers some means of scaling through the rest of the game, this one is characterized by quite ironic miss of take after up. And that ’ s not what you ’ re looking for – you ’ ll have adequate trouble with removing all the basic defends & strikes from your deck. so wiping out cards that you ’ ve added yourself is quite an unwelcome challenge .
- Halt
- 7/10
- Archetypes: Bipolar, Handmaid, Disco, DAKKA, REEE, Mother.
- Upgrade priority: Very High
This one can be truly incredible. The objective here is crystal unclutter – enter Wrath, have some quality clock time doing colossal damage, cast this to receive 18 Block for unblock, exit Wrath. Repeat every become until brilliant victory. Given that the miss of commodity block is one of the two major hurdles of this class, such potential value can not be neglected. The only challenge here is precisely having adequate repeatable Wrath enables and cancels to support all your Halts. Because you decidedly want a 1/1/1 ratio between all these categories. That ’ south why the rate for this card is thus “ low ”, actually – with need accompaniment it ’ second more of a 9/10 card but that hold, unfortunately, is not guaranteed .
- Just Lucky
- 3/10
- Archetypes: Dudette, Bipolar, Handmaid, Disco, Mother.
- Upgrade priority: High
To be honest, it ’ s not like this wag is that bad. It ’ second good that your deck can support entirely therefore many zeros and this slot is already overcrowded with world power. Consecrate, Flurry, Halt & Prostrate precisely offer either better tempo, value, scaling or all of them, combined. Those cards have very clear guidance whereas this one is good abstract good – wear ’ thyroxine forget that you ’ re assembling a deadly engine, you ’ re not merely throwing good cards at your foes. And yeah, certain, this is supposed to be a scry and fasting ace but those decks are just not there, what can you do .
- Pressure Points
- 10/10
- Archetypes: A-TA-TA, Dudette, DAKKA.
- Upgrade priority: Very High
TBH, we ’ ve already in full discussed it in the original section. It ’ s a potent damage generator with endless scale that has minimal deckbuilding requirements ( you need largely commons ) and offers some in truth unique plays ( Impatience interaction, for exercise ). You get one early – you ’ re most likely having an easy acquire out of it. The only challenge you ’ ll meet will be the artifact foes – this is a rare Watcher original that ’ randomness more annoy by Deca & Donu than the Snail. Well, keep an center out for Bag of Marbles ( you couldn ’ deoxythymidine monophosphate concern less about vulnerability but it ’ ll eat through the artifact ) and Red Mask ( 2 event-based ways of getting it so the chances are good ). These can besides be used in any kind of slowish dominance builds ( the scale though the course of individual battle is real good ) and, surprisingly, in Dakka. Sometimes you precisely have to deal some rebuff price and this does that without consuming your wreath stacks .
- Prostrate
- 8/10
- Archetypes: Mantrid, Mother.
- Upgrade priority: Very High
This one is good adequate to form an original by its own so sure, it ’ s a cool menu. however, you want to stay identical focused when it comes to these. Prostrates work estimable when your entire deck is aimed towards maximizing their value. It ’ second one thing when you have 2-3 of them with the supportive engine to cycle them quickly and completely another when it ’ mho precisely one hanging out somewhere, with demand time of Divinity coming on-line being hard to tell. That ’ sulfur why they ’ rhenium great withing their own original, they can be used to supplement other mantra decks ( at the moment it ’ second Mother only ) but they ’ re best not touched by the early builds. They ’ re besides upgrade avid as the difference in mantra acquire is actually big and decisive. besides, by and large you wan sodium keep parity ( at the very least ) between these kinds of cards and poster advantage. But as this one is so formative, it ’ s very well to be having an “ surfeit ” of them for some time. And, given you ’ re aiming for a thin deck, you never want more than 2-3 of these .
- Protect
- 4/10
- Archetypes: Disco.
- Upgrade priority: High
certain, this one is absolutely acceptable during act I. At least on lower ascension levels. All monsters have very clean and bang-up attack/debuff patterns and this helpfully sticks around until it ’ s their clock to attack and your time to go all-in on defense. That ’ second cool enough. however, during belated stages of the game your opposition gets much less convenient and, outside of Establishment decks, this doesn ’ t scale at all. flush if you ’ re wholly Disco, you still don ’ metric ton want more than one copy – these cards become identical avid so you can ’ t have besides many of them. Another thing is that Watcher international relations and security network ’ thyroxine very weak during act I then you ’ d better think doubly earlier making any sacrifices for that. possibly if you ’ re facing the ternary Elite route or something like that – certain. But, otherwise, think of the future .
- Sash Whip
- 7/10
- Archetypes: Dudette, REEE.
- Upgrade priority: High
first and foremost, this is a REEE joyride. It has two-prong value there – on one hand, it may be used to wash out the enemy ’ sulfur artifact, thus opening them to the much needed vulnerability. On the early hand, as you are largely staying in Wrath, colossal numbers steadily appear above your enemies ’ heads. And cutting a one-fourth out of them, most perceptibly against elites and bosses, will give you an indefinable quantify of value. You ’ ra turbo-charging your Wallops and this acts like another 1.33x multiplier. In most other decks, this one is truly awkward. It ’ sulfur just that you need failing the most when the enemy is charging a huge attack and indeed you need to stop that. But this will give such effect only after you do another attack and playing two attacks in a row is not what normally makes for a defensive turn in non-REEE decks. Keep in mind that Crush Joints, the counterpart of this, does not suffer from such lack of synergy because it fits nicely into overall logic of “ huge Wrathful turn when we bury the foe ” and it ’ s easily charged by your Miracle. You tend to save Miracles for such turns. This one is trickier. It ’ s not insolvable and you might try to end your turns with attacks – this counts the stopping point menu played during the battle, not the current round. But it is however clumsy in most decks so it may not always make the cut .
- Third Eye
- 7/10
- Archetypes: A-TA-TA, Mantrid, Handmaid, Disco, DAKKA, Mother.
- Upgrade priority: High
This card provides a tolerable measure of Block while digging through your deck equally fast as it alone gets. As such, it ’ s a natural fit in the archetypes that love to replay their key cards over and over again, be it Pressure Points in A-TA-TA, Prostrates in Mantrid or Wreath of Flames in DAKKA. In Handmaid it helps to dig out those spill to the Hands stat ! It can besides be of some matter to to Establishment decks – the firm you find your Retain stuff the sooner it begins to be discounted and once it ’ sulfur at zero you ’ d besides want to replay it angstrom frequently as possible. It besides semi-counters all those deck-littering freak effects – wounds, bursts, dazes, etc. As a thin deck user, you tend to actually, truly hate those. And it might be very odoriferous with Sundial relic. Well, Sundial is by and large amazing with this class as it makes integral looping process much easier but this ’ ll make it run even smoother .
- Tranquility
- 1/10
- Archetypes: Universal.
- Upgrade priority: High
This one is even worse than its wrathful counterpart, Crescendo. Nah, I absolutely get the bespeak – get this upgrade and then you ’ rhenium spend a card to channel two Energy into a future turn. Silent ’ mho Outmaneuver is an very well card, right ? But, beginning, Outmaneuver is a much more efficient calling card that doesn ’ deoxythymidine monophosphate ask and immediate upgrade like this one does. Second, Silent has much better tempo and easier scaling than Watcher. Watcher has to make some greedy and vulnerable choices to perform well in her by and by game. so investing a card ascent is always difficult for her – look at her average upgrade precedence and notice a radiation pattern there. Sparing a menu draw besides international relations and security network ’ thyroxine that comfortable – you ’ re having lots of dependable nothing and some potent retains, so you always have decent “ tease into respect ” conversion options. finally, this is an exhaust effect so it doesn ’ t contribute to your combos at all. Watcher doesn ’ t in truth have material that requires a short ton of Energy on a finical turn, she ’ mho more about steady Energy regeneration during a closed circuit. It ’ randomness just needle greed that doesn ’ t pay off .
separate 4 – Uncommons Reviewed
- Battle Hymn
- 5/10
- Archetypes: Universal.
- Upgrade priority: Average
This one might be rated a bite better if you happen to see it within the beginning couple of card choices. 12 damage per 1 Energy is decent adequate prize ( and it ’ s retain indeed you ’ ll keep ’ em hanging until it ’ south Wrath time ) and this tease can be very good in 2 out of 3 elect encounters – it makes certain that obelisks won ’ t leave you with hand full of “ yare yare daze ” and it fits into the decelerate nature of Lagavuffin combat nicely. Basically, you slam it and then you go elect hunt, hoping to get into right field matchups. however, for later parts of the game it ’ second way to slow – once again, let ’ s say you ’ re in Disco original. You have an opener hand with this, Establishment and one early retain card. So the total of cards that actually do anything on this sour equals 2. well fortune defending versus those recently game enemies ! It might get a moment easier if you have Bag of Preparation ( sidenote : that keepsake, despite being common, is better than most rares for this character ) but even common relics are difficult enough to find. It ’ s besides a exponent so it ’ s not the worst greedy choice possible – at least it self-removes from your deck. But I still consider it to be great initial choice and a dud after that .
- Carve Reality
- 4/10
- Archetypes: Disco.
- Upgrade priority: Low
And yet another early game benefactor. If you, by chance, are wondering why am I not valuing early game helpers for this character, that ’ s precisely the reason – it ’ s not like she has any dearth of them. It ’ s the common narrative here – initially, 18 damage for 2 Energy is cool enough and Retain on Smites fits into the Wrath plan nicely. Later on, it ’ s only that good if you ’ re able to cast that Smite for free. As establishment is rare and a arduous plan, this means that there ’ s not a lot of scaling electric potential for this card. And, if you already have the Establishment, the payoff here is not that big and you ’ five hundred rather have better synergy cards with it .
- Collect
- 3/10
- Archetypes: Universal.
- Upgrade priority: Very High
It ’ s not that different from the common Tranquility. theoretically, it helps you to super-charge a big turn. Practically, your basic Calm stance already does that and you don ’ t have many utilitarian ways to actually utilize that twist. And if you ’ re in the gratifying, dessert jazz band zone ( you aim to be ), you don ’ metric ton even need this extra department of energy. It ’ randomness besides so far another must upgrade kind of a menu. Lots of difficulties for the sake of small gains .
- Conclude
- 9/10
- Archetypes: A-TA-TA, Dudette, Bipolar, Mantrid, Handmaid, DAKKA, REEE, Mother.
- Upgrade priority: Very High
To understand how good this one is, just compare this rare to the rare Die Die Die of Silent. merely, unlike that card, this one is wholly repeatable. And Watcher needs that tempo oh so much more. It ’ s a poster that humiliates act 1 enemies – 5 oozes/gremlins are amongst the nastiest enemy encounters there but this one will simply shred through them. And it continues to stay bang-up through the rest of the game because acts II and III have enough of places where massive AoE damage is vital. even in DAKKA I can see you using this one because, in certain encounters ( act III 3x 50 horsepower monster ones, for example ), it might be deoxyadenosine monophosphate good a sense organ of Wreath of Flame as Ragnarok. The only downside hera is that you can play merely one ( not that big of a batch given we play our decks thin ) and it ’ s mutually single with Signature Move and Meditate ( that ’ s why Disco is the lone deck type that doesn ’ triiodothyronine want this – Meditate is a key part of that ), the two being great uncommons besides. We ’ ll practice a identical advanced method to resolve this latter riddle – first base come, first served. Meaning whatever you ’ ll find first will define your plays .
- Deceive Reality
- 8/10
- Archetypes: All but REEE.
- Upgrade priority: Low
This is one of the best block cards this class has and, given how it is starving for block, it ’ mho obvious that this will be in high demand. It ’ south besides cool that the resulting Safety batting order has retain – you can cast the weaker initial separate on a safe turn and you ’ ll have something stashed for the dangerous one. Gets even better with Disco. And, last, we have defensive tease that doesn ’ triiodothyronine yell “ Upgrade Me ! ” What ’ s not to like here ?
- Empty Mind
- 9/10
- Archetypes: Universal.
- Upgrade priority: High
One of the best card advantage forms that is available to this class. Cheap, nets +1 or +2 cards and has an in-built combo-tool. Add something like Fear No Evil into equality and it all basically becomes : 0 Energy – deal 8 damage, draw a card. spice it up with Violet Lotus and you ’ ll begin to generate energy vitamin a good. Add barely another room to draw cards and an countless damage loop is born. surely, this finical one works only when the enemies want to attack you but, fortunately, they do that a bite besides much for your good. It ’ s besides insane with Divinity – you need ways to cancel that position sol your mantra continues to generate Energy and this draw you even more Prostrates to boot. And while wrathful decks might be the ones who are least interested in this ( if they have Rushdown, they ’ rhenium drown in cards ), they ’ re even not against having another cancel generator with some in-built dependability. You always want a copulate of these .
- Fasting
- 5/10
- Archetypes: Dudette, Handmaid, REEE .
- Upgrade priority: Average
While this tease doesn ’ t give give birth to any archetypes, it can distillery be ok in the slow-ish controls if you have an Energy excess. I mean, your basic needs are not that high and evening as a operate you ’ ll hush use those Energy generating techniques, you merely won ’ thyroxine be able to loop them interminably. So losing some Energy to enhance your overall performance can become tolerable. calm, this is more of an act III luxury pickup. Ma-a-aybe belated act III if you ’ re precisely killing it with relics and stuff. You might besides consider it in the other archetypes if you ’ re fighting the Snail as the final knob – in a spammy deck that those combos are, you ’ ll be looking to condense vitamin a much power as possible into that 12 card limit. And you don ’ t have many ways of doing that. Just don ’ deoxythymidine monophosphate foot it in the foremost act – that ’ south gon na be a near-suicide.
- Fear No Evil
- 9/10
- Archetypes: Dudette, Bipolar, Mantrid, Handmaid, Disco, Mother.
- Upgrade priority: Average
It ’ s a 1 Energy reference of Calmness ( that ’ s inherently +2 Energy boost ) that besides brings you closer to victory in the process. What ’ s not to like here ? I ’ ve already mentioned this poster before and that ’ south because this makes for some of the easiest jazz band that this course may have. While barely having any flaws in the early game excessively. Watcher is not the course where you say “ can ’ t have enough of these ” because, in a 10-card deck, a pair of these will be adequate. But both of those will be a definite slam .
- Foreign Influence
- 3/10
- Archetypes: Dudette, Bipolar, Mantrid, Disco, Mother.
- Upgrade priority: High
Slay the Spire is already random enough, you badly, wholly, absolutely wear ’ metric ton want to make it more random. certain, on some turns it ’ ll beget precisely what you need and will carry you through the fight soundly. On the other turns it ’ ll present a bunch of nothing, wasting a calling card and throwing a brick into your deck for the rest of the battle. If you ’ re not doing great, a alone exemplify of that might put an end to your rivulet. If you ’ rhenium doing capital, then why do you need this ? I can see the only exception here. Watcher does not have besides many effective ways of doing damage and, specially against Hexaghost, you might lose due to not having adequate DPS. If you ’ re nearing the end of the work I with that boss ahead and you can ’ triiodothyronine find anything else then sure, going for this is a well gamble. No guarantees at all but at least this manner you ’ ll have a opportunity to win. In all other cases – avoid this one .
- Foresight
- 4/10
- Archetypes: A-TA-TA, Dudette, REEE, Handmaid.
- Upgrade priority: Low
Don ’ triiodothyronine get me wrong – this one is very pleasant to have. Dodge those burns and wounds, frame-up for perfective Wrath turns or ditch all that if it ’ randomness time to defensive structure. Scry is real dainty, no doubts about that. however, this costs you a batting order. This besides costs 1 Energy. And, until the start of your next turn, it does precisely nothing. then it ’ ll take one more go to actually give you a card ’ s measure ( for the simplicity ’ mho sake, let ’ s guess that “ Scry 3 ” is worth half a wag ) and in two more turns it will net you another one. It ’ s slow-w-w. And avaricious things like this is what kills your run as this course. It can be considered an option in the non-combo archetypes and in second half of the crippled only, if you ’ re going thoroughly and Energy and cards stop being as much of an issue. possibly if you have some might and keepsake synergy going – Watcher doesn ’ t have many palatable powers, to be honest, and getting a reasonable numeral of them might be hood. Before that stage of the game – avoid .
- Indignation
- 8/10
- Archetypes: DAKKA, REEE.
- Upgrade priority: Low
It ’ s a dREEEm batting order for REEE. Starts your initial raging and then provides all the vulnerability you ’ ll ever need, all at a very low-cost monetary value. What ’ s not to like ? It may besides be used in DAKKA to setup the killing turn, although there it ’ ll have a much lower evaluation ( 5 ) as you ’ vitamin d quite have advantageous Simmering Fury or retainable Blasphemy or slow & patient idolatry there and this is more of an emergency choice .
- Inner Peace
- 9/10
- Archetypes: All but REEE.
- Upgrade priority: Average
In contrast with the former batting order, this one is good even when it gives nothing but a remarkable drug of Calmness. Wrath is a very specific and confining stance – you enter it and you want to kill foe ASAP, very rarely you ’ re able to end your turn in Wrath. Calmness is more tactical – it can be used to conserve might for the succeed twist, to trigger some stance-based effects safely or as an irreplaceable yoke in the endless jazz band chain. Calmness is a basis of this fictional character ’ south strategies. Because of this, it ’ south hard to imagine a deck that won ’ thyroxine be able to use this one nicely. now, surely, not every deck will be able to use the second contribution of this card faithfully. But then, we ’ rhenium aiming for a < 10 cards deck and you have your starting Vigilance so, at the very least, every deck has that electric potential. Keep in heed that the upgrade priority here might be higher – if you have several Calmness sources then this turns into the best tease advantage go that ’ s available to this class and so it wholly deserves to get a fast upgrade .
- Like Water
- 7/10
- Archetypes: A-TA-TA, Dudette, Disco.
- Upgrade priority: High
On one hand, Watcher is starved for block so she obviously welcomes a cheap and continuous source of it. On the early, this ability is not enabled by nonpayment and, if you don ’ t do to assume Calmness fast, it does precisely nothing. So this card is thoroughly but rather specialize – it ’ s not something you want to take from the beginning. You want to first scavenge at least one extra informant of Calmness, then make indisputable that you ’ re not relying on Empty Body to propel your defenses ( both Body & this are good but they don ’ t stack well thus you ’ ll have to choose one of them ) and then you can pick this one up. even in Dudette, where this card is an original ’ second column, you follow this principle. And, since this one provides a boring, incremental value, you tend to play it in the slower decks. It ’ s specially good with Meditate because that provides both Calmness and excellent gradual measure .
- Meditate
- 9/10
- Archetypes: A-TA-TA, Dudette, Handmaid, Disco, DAKKA, REEE.
- Upgrade priority: Very High
This card provides reasonably much everything that most Watcher archetypes need. You need to recast your pressure Points and Wreath of Flames and whatever key cards over and over ? Done. You need to kickstart your jazz band, reducing your most potent cards down to zero Energy for the remainder of the battle ? Done. And flush as a “ mere ” source of menu advantage and Calm stances ( which is what this course needs to win overall ) it works perfectly fine. sure, there are some nitpicks about it – you never want more than one and picking up one of these prevents you from ever using Conclude. But that ’ s nitpicks, not serious flaws. You besides need to upgrade this lightning fast. I mean, it ’ randomness quite full even in its basic shape but you don ’ t wan na play good, you wan sodium play amazing. And that ’ s what this card is .
- Mental Fortress
- 7/10
- Archetypes: Dudette, Bipolar, Handmaid, Disco.
- Upgrade priority: High
To be honest, this is a great poster and when it performs, it performs much closer to the 9/10 degree. The fink is low because, to make it truly work, you ’ ll beginning have to have a lot of repeatable Stance givers and cancelers. Given that most of them are uncommons, this is not a swiftly accomplishable objective. There ’ mho hush enough of them thus, finally, you will have the act. But not swiftly. therefore, if you pick this one early ( which is what a high rate implies – such cards should be slammed at the first base opportunity ), you may find yourself in a menstruation where you ’ ra steadily getting nothing, nothing and nothing, meaning you ’ re voluntarily putting a “ Curse ” into your deck. Well, o, it ’ s not that blank because you have the basic Eruption & Vigilance, but it won ’ thymine be that amazing either. so first you want to find some enablers and then you ’ ll be more than happy to pick this one up. I besides think that this one is not as feasible in the mantra decks – by and large speaking, once they begin to change stances quickly the enemy is already dead so this won ’ deoxythymidine monophosphate render as much value. It might depend, though – if you have an amazing sum of Calm stance givers & Empty cards, this might work pretty much everywhere. But that ’ s not a common happening .
- Nirvana
- 6/10
- Archetypes: A-TA-TA, Dudette, Handmaid, Disco, DAKKA.
- Upgrade priority: High
scene this not as an original foundation garment but as a second half of the plot exponent supporter. When your deck is at that coveted < 10 size and if you have 2-3 scry cards, this becomes a steady 8-12 Block per turn generator. not bad, huh. Well, given the level of threat for that time, more so on high gear rise, that international relations and security network ’ triiodothyronine actually amazing sol no auto-picks here – this batting order can be a bite greedy and slow so first you count the sum of electric potential duds in your deck ( think drawing this in the undoer pass with all the scrying remaining in the deck, what does it do then ? ), then you make your choice. But sometimes this will be precisely what is required to survive. It ’ mho largely the slower decks who ’ ll want this card – by that clock time, jazz band should not be caring about prolong effects like this .
- Perseverance
- 5/10
- Archetypes: A-TA-TA, Dudette, Handmaid, Disco, DAKKA.
- Upgrade priority: Very High
This one is not that badly, the low sexual conquest is due to dangerous restriction – it ’ s only truly useable if you have Meditate. The unconditioned logic of this card is just not adenine sound as with its price dealing counterparts. With those, the plan is clean cut – play a defensive early game while your finisher gets all charged up. here it ’ s, like, don ’ metric ton defend yourself in the early game so you may defend later ? A very irritating proposition. Sure, some enemies do take some prison term to get to their strongest attacks, but others rush you from the very first gear turn and you can ’ t just let your blocking cards frisson. particularly when this needs at least two turns to limp into value zone. thus, if you have Meditate, you can use it for the early defenses while distillery ticking its value up. That ’ s a fine play for the slower archetypes. Without Meditate, it ’ sulfur a lot less pretty and quite avid to boot .
- Pray
- 6/10
- Archetypes: Mother, Mantrid.
- Upgrade priority: Very High
While this is a samara batting order in its original, the low rat is due to the scrappy nature of that original and due to Master Reality being the authoritative batting order here. This means that, if you see beg, you don ’ deoxythymidine monophosphate peck it up and rush into happy Motherhood – rare is not something you can force forbidden of this game. No, first you find master and then Pray becomes an acceptable pick. Ideally, a couple of them so they mix & loop nicely. Outside of that, you ’ re getting basic Insight alternatively of Insight+ and there ’ s a global of difference between them. One is actual card advantage, the early is not. If, for some luck, you ’ re truly depleted on Prostrates in Mantrid, you can pick this up as a semi-valid option. But that ’ s pretty much the only alternate custom of this .
- Reach Heaven
- 3/10
- Archetypes: Dudette, Bipolar, Mantrid, Disco, Mother.
- Upgrade priority: Very Low
On one handwriting, this does 30 damage for 2 Energy – that ’ s a very satisfactory proportion. On the other, it demands an extra wag and extra turn of waiting to do that damage. sure, the turn of waiting may be utilized to your advantage – Retain of “ Through Violence ” separate means you hold onto it until you ’ re in Wrath or, better evening, Divinity, and then you unleash its true might and respect. But extra calling card exhausted hush hurts a lot ( this is the most card-starved character of the game, always keep this in take care ) and it ’ s barely the lone beginning of this consequence – Sands of Time or Windmill Strike will perform quite the same function, only much better. And sounder. You see, in that design you want to spend your early game Energy on defending, then kill your enemy in one Exodia turn. Both Calm & Divinity position guarantee that Energy will be bountiful on that twist. Reach Heaven, on the other pass, requires you investing into it on turns when you ’ d quite be defending and then, during that energy rich turn, it costs nothing. So this is, like, the hippie of watchman ’ south attacks. Despite all that, it ’ s not entirely useless – you see, most Watcher build will need one adult hitter attack to bypass the first Act. Ideally, that is a signature Move or Sands of Time, that ’ s why their ratings are sol high. But, if you lack them, you must have something else. Just like Foreign Influence, this will do in such a touch. But that ’ s the lone reason to ever use it .
- Rushdown
- 9/10
- Archetypes: Bipolar, Mantrid, Handmaid, Disco.
- Upgrade priority: Very High
vitamin a long as your deck plans to have a copulate of wrathful cards and to switch stances frequently, this is an excellent combo-defining cream. In any < 10 deck, you good set up the Rushdown, get your entire deck into your hand, use any 1-Energy repeatable card to enter Calmness, then use your very basic Eruption+, then get both of them back. reprise until the monster is dead. now, it might get a wee moment annoying, particularly if you ’ re using Inner Peace as your Calmness informant. It means you ’ re doing 9 damage per two cards played and killing those 300 HP act III monsters will take some 150 poster manipulations… On the other hand, you ’ re doing countless damage so you ’ re perfectly safe, that ’ s a freak out boastfully positive. And there might be ways to quicken the iteration – say, a single of copy of Flurry of Blows will turn this into “ 3 cards, 21 wrong ” interaction. Or you might have multiple Rushdowns and so you ’ ll be able to play extra cards during the loop topology. Or you might have Pen Nib and Shuriken to steadily increase your damage output. And evening the Snail is not impossible to defeat with such an border on – that ’ sulfur where the Mental Fortress shines the most as even a one replicate of it will mean that it ’ ll need a couple of upgrades before doing any damage to you on his punishment action. Best separate of this wag is that, unlike it ’ s many archetypes, it ’ s not that avid – in the summation shape it costs no energy and even with sole basic volcanic eruption in your deck it will recoup its value. Keep an eye out for these .
- Sanctity
- 8/10
- Archetypes: All but REEE.
- Upgrade priority: High
Watcher is starved for barricade & poster advantage and so I wonder, how will we rate a card that provides both ? rhetorical question. This one is in truth great and you can safely play up to three copies of these. In dense decks – possibly even 4. They precisely do everything you need from a poster and that ’ s that .
- Sands of Time
- 9/10
- Archetypes: Universal.
- Upgrade priority: High
As I ’ ve mentioned before, Watcher very needs some heavy hitters to resolve the elites and the bosses. So the high rate & universality here signifies that precisely – certain, former on it won ’ t make much feel in something like DAKKA or bric-a-brac, but that late on needs to happen first. That ’ s not a mere early game crutch, though – this one will carry you until the very end. 26 damage for zero Energy is a rather solid be active ( and, most much, it will be more like 52 or 78 ) and it fits into the logic of controll-ish Watcher builds quite well. On the other hired hand, in the jazz band it might be part of the loop – sometimes your closed circuit generates infinite department of energy, sometimes it generates space batting order advantage. In that second case, having a big reference of zero-costed damage will be obviously helpful. Just remember that, despite the whole good, you silent want to have no more than 1 Retain wag per 5 cards in the deck. Lesser ratios are excessively avaricious .
- Signature Move
- 10/10
- Archetypes: Universal.
- Upgrade priority: High
This and the former card are something you ’ rhenium constantly happy to see in your initial circuit board selections. They ’ ll pretty much make your run on the spot. The biggest challenge of a thinly pack of cards is that your starting kit is actual sucky at damage generation and, with most non-basic attacks being not that much stronger than your average Strikes, it takes a good volume of them before you actually begin to dish out punishment. This card, however, is a pack of 100 % reduce ♥♥♥ whoop. And once you add it into your deck, for a long, long time ( possibly entire bet on ) you won ’ t necessitate much else. It just kills stuff good. Meaning you can skip lots and lots of batting order additions and focus on trimming alternatively. Most obviously, you start with those Strikes sol you ’ re guaranteed to cast it faithfully. Mind you that, to play this safely, you don ’ t need to excise all attacks – you can keep some 1 Energy Wrath sources ( Eruption+ and this generate 89 damage per twist for 3 energy ) and it ’ s very well to have zero mana good as it leaves your hand easily. But you ’ ll decidedly avoid any further expensive attacks ( sands of meter included – yeah, finally they ’ rhenium zero but it ’ ll cost you excessively many uses of this ) and this one is a nonbo with Conclude .
- Simmering Fury
- 8/10
- Archetypes: Dudette, Handmaid, DAKKA, REEE.
- Upgrade priority: High
This one is welcome in most versions of decelerate, controlling Watcher builds. The sole exception being A-TA-TA as Wrath is excessively useless there and managing it is a needle job. everywhere else it ’ s a properly reference of circuit board advantage & a stance switch & reasonable Halt enabler. actually, credibly the best Halt enabler as extra cards about guarantee you to find something that ’ ll let you get the respect then put the fires out. This is the safest Wrath reservoir. obviously, this one is most perfect in DAKKA as it ’ s the best non-attack Wrath trip. But fueling your future go with 2-3 cards is a in truth big softwood – sure, I criticize insight generators, but those are providing merely +1 card advantage. In the best and difficult to obtain case. This is a much easier and dependable +2 and, in this class, you need that .
- Study
- 2/10
- Archetypes: Mother.
- Upgrade priority: High
A blunt contrast with the previous one. So you ’ re spend 1 Energy ( if you have the lavishness to upgrade this quickly ) and a wag. And on the following turn, you ’ re only getting your card back. And on a turn after that, you ’ re getting first “ dividends ”. Though, since you ’ ve still spent the initial energy, it ’ s more of a break even period. And you don ’ t play cards in this game to break even – you need gains and you need them fast. As you can see, gains will happen in three turns after actually playing this card. And there ’ s no stance shenanigans involved here and about no interplay with the other stuff. Ok, Insight+ is cool and so it does get improved by a rare to find Master Reality. But even there, how much Insight per turn do you in truth need ? Quite adequate will be generated by Prays and by Evaluates. thus this one is by and large rubbish .
- Swivel
- 8/10
- Archetypes: Everything but A-TA-TA.
- Upgrade priority: High
The thing that makes this thing great is that its discount rate impression persists through the bet on and it stacks with itself. So you may use this, get the obstruct on this turn and then cash in on that Energy on the future turn, forte landing something like a Signature move. And the total of Block that ’ sulfur being provided here is not that small ( by the base standards of Watcher ) so you don ’ thyroxine even need to do massive stuff – even a 1 energy batting order will be enough. But, of class, Swivel invites you to play some expensive good and multiple Swivels may create an exception out of Signature Move ’ mho headman rule ( don ’ t play it with other expensive attacks ). At the lapp time, this one prohibits all kinds of zero attacks to you – even a natural zero will consume the discount rate, basically wasting your department of energy. You might think that it ’ randomness easy to play around that but no, it leads to draw of tension and unnecessary complications. thus, if you already have some zero-costed attacks, you ’ re not as interest in this calling card and vice versa .
- Talk to the Hand
- 9/10
- Archetypes: Dudette, Bipolar, Handmaid, Disco.
- Upgrade priority: High
well, we already know that this one is good enough to carve out an original of its own. notably, a hard original, not something that you ’ ll be playing entirely for the assortment ’ s sake. The ability to splash it into other builds largely depends on whether or not you have Tantrums and possibly even Flurry of Blows. nowadays, Tantrums are formative and definitive here, they ’ re the chief depart of this jazz band. Flurries are a bit less important and you can be doing without those. But they charge up this poster good, yeah. Another key divisor to account for is the overall measure and cost of attacks in your pack of cards. tied with Tantrum, if your other gorge is largely expensive ( Sands of Time, Signature Moves, Wheel Kicks, etc. ), possibly this thing is not the way to go. On the other hand, this self-exhausts and so it never hurts a lot to pick it up early – while it won ’ thyroxine be amazing in every deck, it ’ randomness besides very rarely abysmal and it won ’ thyroxine disrupt your jazz band potential .
- Tantrum
- 9/10
- Archetypes: Dudette, Bipolar, Handmaid, Mantrid, Disco, REEE, DAKKA.
- Upgrade priority: High
This card is clean because it ’ s about the only way for Watcher to profit from Strength gains. And while her own sources of that are rather questionable ( outside of the solid Wreath of Flame synergy, but Tantrum is design B for that deck – you in truth want to have Ragnarok ), there ’ second placid the luck to scavenge Shuriken, Vajra, Girya, Sling of Courage, JAX or possibly even DuVu Doll. I mean, you ’ re not escaping from that Ascender ’ s Bane and you might get a convenient Clumsy along the way. Yeah, I ’ ve said that curses are atrocious for the Watcher, but Clumsy self-cleanses so it ’ s the alone matchless that ’ s sorta o. But DuVu is stretching it a little. What ’ s more dependable are the potions – certain, you ’ re not spamming them in each fight, but they might give you a huge spike of world power in a boss or elect combat. Tantrum will powerfully capitalize on Strength, Flex or Ritual potion. And, while Fasting is difficult to use, if you already have a copulate of Energy-boosting relics and a match of Tantrums you might even move in that focus. The damage will be there. Tantrum is besides a good build-around as it is identical authentic – self-shuffling matters a batch and it means that you ’ ll be using it about every change state. Though, if your deck has minimal Tantrum synergy, that ’ second besides a huge warning against its inclusion as it ’ ll tease you constantly. It ’ south difficult to have not much Tantrum synergy, though – even in mantra decks it ’ ll even do a distribute of damage from under Divinity and will cancel it, allowing you to use more mantra and to gain even more energy that way .
- Wallop
- 8/10
- Archetypes: REEE, Mantrid, Mother.
- Upgrade priority: Average
This card is all about how far can you scale it. With arrant scaling requiring a strong build-around it. Without that, I ’ m finding it a bite forgettable – sure, you can equitable enter Wrath, Wallop+ and then exit while doing 22 damage and gaining 22 block for 2 Energy. Well, up to 22 block – don ’ triiodothyronine forget that, while shielded foes are not precisely common, they even exist and this card will be a bit unpredictable, fizzling in certain combats. Anyways, those numbers may sound nice but by the standards of a position switcheroo they ’ re quite average – you could ’ ve done Halt+ in the lapp scenario, gaining 18 Block for free and leaving your energy outdoors to do far greater damage. So you need something bigger than your median wrath here – either Wreath of Flame synergy or theology for the sweet & safe 33 damage/block jazz band. Ideally, promote seasoned with either or both potency relics and potions. Outside of that, you may consider Wallop if you already have a Swivel or two as this is one of the few decent ways to cash in on that discount. It ’ s a card with senior high school likely but it ’ ll need a big complain to reach it .
- Wave of the Hand
- 8/10
- Archetypes: Universal.
- Upgrade priority: Average
This one is much better than Sash Whip because it rewards you for gaining lots of block alternatively of attacking, and block is what you ’ re naturally inclined to do on a defensive act, duh. It besides precisely drowns all your foes in Weakness, lasting for a long while and melting their artifacts well. For this reason, it ’ s credibly best in A-TA-TA as you in truth hate artifact-protected monsters there. But enemies being Weakened is a boost that Watcher ’ s anemic defenses most surely need so, unless you ’ ra already in a first-turn kill zone, you won ’ thymine mind against one of these. Given how much effect does a individual one provide, you ’ ll most probable won ’ t need more .
- Weave
- 2/10
- Archetypes: Dudette, Bipolar, Mantrid, Handmaid, Disco, Mother.
- Upgrade priority: Average
This is not even one-half angstrom good as Flurry of Blows. It ’ s a much weaker early game pick because, unlike with the Flurry, nothing triggers it in your starting deck. And plain 4 price for zero Energy is way behind of what Consecrate can provide, for case. evening in a well-built deck, you ’ ll possibly scry once per sour. Maybe doubly. Compared to the measure of times you ’ ll be able to change stances, it will be quite less impressive. now, I ’ meter not saying that there might not be a addict affair where you won ’ metric ton be scrying more and won ’ t be using scry cards as your gain discipline. theoretically, in Disco you can get two Cut Through Fates to zero department of energy via Meditate magic trick and loop them boundlessly. And Weave can be used to accelerate this jazz band, certain. But that ’ s less of a Weave differentiation and more the sheer power of Disco jazz band, you know. possibly in a slurred Watcher deck you can be doing Cut into Cut into Cut. But that ’ s still not a reason to pick Weaves early – first, get into that fatso condition, then get some cuts, then Weave might become feasible. In all early cases ( which will happen most of the times ) it ’ s a fallible card that ’ ll just clog your deck .
- Wheel Kick
- 8/10
- Archetypes: Dudette, Bipolar, Mantrid, Handmaid, Disco, Mother.
- Upgrade priority: Average
It ’ s a solid collocate of damage and card advantage for a card-starved character, what ’ s not to like ? In early stages of the game, its cost might feel a bit uncomfortable and so certain not so energy full-bodied archetypes ( like REEE ) might wish to avoid it, but for everyone else ( who ’ second matter to in attacking handily ) it ’ s a solid & simpleton addition. One of the best cards to use from under a Swivel, specially at the start of a turn .
- Windmill Strike
- 7/10
- Archetypes: Dudette, Mantrid, Disco, Mother.
- Upgrade priority: Very High
Poor Man ’ sulfur Sands of Time, basically. Yeah, indisputable, it has the potential to grow much and much huger than that, but that ’ s largely theoretical. You ’ re not constantly drawing these cards on the first change by reversal so it takes some time before they begin to grow and then some more clock time until they grow up. Most battle don ’ thymine last that long. And flush the ones that do don ’ deoxythymidine monophosphate in truth allow you to not cast your primary beginning of damage until all is perfectly ready. so, in practice, its damage will be very similar to Sands, only you can ’ triiodothyronine choose to sacrifice energy for instantaneous damage with this one, you have to wait. Yeah, casting Sands for wax monetary value is a pain, but sometimes it ’ s a critical option that is absent here. obviously, this one gets a lot better in Disco – you ’ re very felicitous to have an Energy deduction on this and it works well with Meditate, allowing it to both boost and damage. That ’ s the sole original where it might be better than Sands. But wear ’ thyroxine think that this card is pan – it inactive fulfills the finisher character preferably well and you need a finisher in your non-combo decks. so, if you ’ re not golden with those cards, you ’ ll placid be more than content to be winning with this one .
- Worship
- 5/10
- Archetypes: Disco.
- Upgrade priority: High
It ’ mho excessively expensive for what it does. Divinity is supposed to power-boost you but when its enablers consume more energy than they ’ rhenium giving, that ’ s not precisely a hike. certain, you hush get the triple damage for a turn, but you ’ re not doing a lot during that turn if you ’ ra short on department of energy. It ’ sulfur besides inconvenient if you wish to use it to channel some exponent into future turns – spending 2 Energy and getting no immediate acquire is not a sane design. Prostrate is merely so a lot better – it ’ mho 2/3rds of this card for free that besides nets you 4 freeze. This one – it ’ sulfur merely a brick. The exclusive exception is Establishment. Sure, once this is 1 or 0 Energy, that wholly changes everything. But even this is not as impressive, given how crazy that pack of cards can become. In Disco, you by and large want this when you ’ re ineffective to find Meditate. Because, once you have Meditate there, you ’ re having lots of crazy combos that won ’ t even motivation Divinity. But if that ’ sulfur good not coming to you, this can serve as a much balmy alternative that still has the potential of winning the crippled .
- Wreath of Flame
- 9/10
- Archetypes: Bipolar, REEE, DAKKA.
- Upgrade priority: High
This poster is very strong but keep in beware that it ’ s a sum build-around. If you have Ragnarok, Wallop or Tantrum it shines and reasonably much builds your deck for you. If not, it ’ sulfur barely a basic strike. actually, worse than that. so, unless you like going all-in, you always get one of those cards and then you grab as much of these as possible .
part 5 – Rares Reviewed
- Alpha
- 2/10
- Archetypes: Dudette.
- Upgrade priority: Low
One of the biggest trap cards of this class. First, you spend a card and one energy and you ’ rhenium getting nothing. then, you spend another circuit board and two department of energy and you ’ re still getting nothing. last, you ’ re wasting one more card and three freaking energy and you get what, 50 damage per turn ? That may sound impressive in the act I and it ’ randomness even accomplishable there – the monsters are kind enough to give you the breathing space necessary to do all the setup. But the energy is relentless in promote Acts and that price ( relative to the focal ratio and the monetary value ) begins to matter less, less and less. Or possibly even dooms you outright. I can see playing this entirely as a sort of self-challenge and with an excellent, excellent see deck featuring lots of calm air sources, Empty Bodies, draw engines and Meditate into Spirit Shield. possibly you can use this if you wholly find to fail a finisher during act I, sometimes that happens excessively. Or, if you ’ re a combo-ish deck with well jam generation but busy killing engine ( that loop of 2 cards that does 15 or then price per repetition ), you might try to use this as an answer to the Snail. Because certain, this is the direction to kill your foes while playing about no cards per turn. I guess if you ’ re given a Velvet Choker from the beginning ( this character is the worst holder of that thing ), this might salvage that run. But these are very borderline, infrequent reasons. Most decks will merely set up a better and faster combo through all resources that this menu does require .
- Blasphemy
- 8/10
- Archetypes: DAKKA.
- Upgrade priority: High
This got overnerfed through the course of the beta. The fact that it kills you during the following go scantily matters – the degree is to win before that happens. What matters, though, is that Watcher ’ s one turn kills by and large revolve around heavy loop. And the self-exhaust article here makes this matter bluffly non-repeatable. The obvious exception is DAKKA – there, this card is a agio learning, making the entire serve of comboing out much smoother. You ’ ll probably want to upgrade this one fast as Retain means it ’ ll be available whenever you need it. Everywhere else, it ’ s excessively undependable or behind – you ’ ra very improbable to kill the enemy this fast without a loop, and with a loop you have infinite damage already. Things may change if you have a static sources of Artifact or debuff removal – specifically, shop-only relics Clockwork Souvenir and Orange Pellets. Either of those will allow you to cast this as a childlike damage & energy promoter once. That ’ second gon na be a super-rare occasion, though, as denounce relics are difficult to acquire as the Watcher – she spends most of her money on deck-thinning and then buying other stuff is broadly out of question. But if you ’ re somehow have it then Blasphemy can be a good universal pickup .
- Brilliance
- 9/10
- Archetypes: Mantrid, Mother.
- Upgrade priority: Very Low
This one shouldn ’ t indigence much explanation. Mantra decks will be doing around 70/100/130 damage with it during the first/second/third Divinity. The scale will mercilessly continue but few enemies will be able to absorb that a lot price. And, unlike all other finishers for this class, Brilliance is identical cheap, meaning you ’ ll be able to spend most of your providential energy on card advantage, trying to cast it doubly or even thrice per turn. Everyone else are not identical matter to. I guess if you in truth need finishers in Act 1, you can grab this and then try to splash or pivot for some Mantra – Prostrates are pleasant enough to play and most decks are not against having Devotion .
- Conjure Blade
- 8/10
- Archetypes: Dudette, Mantrid, Handmaid, DAKKA, Mother.
- Upgrade priority: High
The thing to understand about this calling card is that it ’ south not like Defect ’ s Multi-cast. It ’ sulfur plan is not “ churn out 10/20/30 Energy, cast this thing, deal 20 damage per Energy churned out, kill foe ”. Because first, you ’ re decidedly not doing even 20 damage per decimal point of energy invested here. Second, while Watcher is excellent at energy generation, she does it over the course of a cringle. Meaning that she ’ sulfur able to fuel some repetitive action for a farseeing ( or indefinite ) meter, but she ’ s not that big at amassing huge number of energy. So don ’ thyroxine expect to be reaching even X=10 with her. But that ’ s not the function of this poster. Look at it this means : with Conjure Blade+, even at humble X=2 you ’ re receiving a 1 Energy consider 27 damage wag. Which will be turned into 54/81 damage by your stances and which can besides be Wreath of Flame ’ vitamin d if needed. And that ’ s a identical convenient poster that won ’ deoxythymidine monophosphate insta-kill your foe but that, in a thin pack of cards with some scry, will finish him fast. sol, basically, it ’ second another Sands of Time/Windmill Strike kind of a thing. Ofc, if you ’ re able to charge it even further – sure, go ahead. That ’ ll by and large depend on your relics – the more energetic they are, the more commodious this will be. You ’ ll besides try to cast this during either Divinity or Calm into Empty card change state, indeed X will be more like 5-6. phonograph needle to say, it ’ randomness largely the slower archetypes of Watcher who will be concerned in this one .
- Deus Ex Machina
- 7/10
- Archetypes: Universal.
- Upgrade priority: Average
I ’ m not sure what makes this to be rare-worthy. This one is surely far from Adrenaline/Offering and much closer to something like Recycle/Fusion. Which is not bad, of course, but not precisely brassy. Yes, you receive Energy in a packaged submit that can be used when you need it the most, but the wonder is what ’ s the fundamental difference from so far another Calm/Divinity tease and whether your quality will even be able to do something worthy with that energy. This one can work out as an ultra-early picking up ( because initially you ’ ra constantly energy starved ) and as a former luxury addition ( when you ’ re already having a long ton of card advantage and thus you ’ ll be able to put that energy to good use ; besides it self-exhausts and so it doesn ’ t make your deck thick ). But you need to be cautious with it in the mid-game as it can be a dense, avaricious card that does nothing by itself. Getting an opener hand full of these will make you suffer a painful round and even though you ’ ll credibly win that combat, the constant HP drain might easily bring you down. foreman deciding gene here is the amount of card advantage you ’ re having – without much, this won ’ triiodothyronine be that well .
- Deva Form
- 5/10
- Archetypes: Dudette, Handmaid, REEE.
- Upgrade priority: Low
Watcher has plenty of avid cards and this is the greediest of them all. Most egregiously, this is a quite pointless greed as, unless you ’ re extremely golden with your describe cards, you won ’ thyroxine always need this many energy – this is no Defect where that can be converted straight into acquire and most your basic plays are already generating energy in one way or another. Despite that, playing this one is dearly-won and dangerous – it ’ randomness three Energy and a card investment to do an initial whole bunch of nothing. Yes, Energy lento pays off, but it ’ s distillery three turns until you actually see any net income out of this one. Given that you ’ rhenium not precisely guaranteed to draw this on turning 1, some combats won ’ t even last long enough to give you that big of a profit. nowadays, as the plot progresses, you will be able to find some tools to land this steadily – Madness, Mummified Hand or her personal Holy Water, the latter probably being the best. But the interview of why even play this in the first place remains. I guess if you ’ re having a steady flood of Energy relics and Wheel Kicks, something like that. Or, more realistically, I can see this one being played with Snecko Eye. That ’ randomness probably the merely reason to play this poster. certain, with the Snecko you ’ re largely getting a rebate on it. That extra energy gained will save your obscure on a baleful act where everything is 2-3 – that gorge is precisely bound to happen with snecko. So it ’ randomness very cool there and there only. Forcing Snecko as the Watcher is unmanageable, though – you decidedly don ’ t want to get that party boss keepsake tradeoff at the beginning because, compared to the early classes, she has the biggest sum of insta-scoop choices. Velvet Choker, Ectoplasm, Fusion Hammer and Calling Bell are all amazing on her ( and that ’ second in summation to the traditionally dubious stuff like Runic Dome ). Fusion Hammer might be solved with Lesson Learned but that ’ s a rare and so it ’ south barely guaranteed. So it ’ mho by and large about getting Snecko at the first gear party boss – late on, your deck will credibly feature excessively much zero stuff for it to be worth it. I mean, you can distillery try to force it from the beginning, it ’ randomness precisely that the odds to get something bang-up are not as friendly and so it ’ s normally better to go for more stable starting boosts. Like, ideally, card removal or transformation .
- Devotion
- 10/10
- Archetypes: Dudette, Handmaid, Mantrid, REEE, Mother.
- Upgrade priority: High
amazingly enough, in Mantra-builds this is reasonably closer to the 8/10 distinguish. While it ’ south even a great generator of Mantra ( even in the endgame killer builds that ’ s gon na be 6 to 9 Mantra for 1 Energy ), it ’ s not precisely loopable and that ’ s the elementary aim of those decks. It ’ ll still carry you through early and mid-game but, late enough, it might not add anything significant to your build. Where it shines is in the grindy, defensive builds – there, even outside of triple damage component, it ’ s something of a “ 1 Energy – profit 1 Energy per bend ” kind of a card. Take that, Deva Form ! And evening Ironclad ’ s Berserk ! Sure, that energy will be provided in lumps, but, with this card, you ’ ll aim for Retain finishers and that ’ s precisely what they ’ re supposed to help with – to provide adequate to do on those divinity turns. And, obviously, finishing enemies while doing triple damage is not that difficult. bang-up office booster that is not demanding in terms of play .
- Establishment
- 10/10
- Archetypes: Universal.
- Upgrade priority: Very High
Best thing about this card is that, once plussed, it becomes Innate, meaning that you can constantly expect it to make the plays. differently, while it doesn ’ deoxythymidine monophosphate actually have much in terms of immediate effect, it is the foundation garment for the easiest combo-out that this character has ( talking about Disco, obviously ). What ’ sulfur better is that Meditate is highly playable and this jazz band doesn ’ t demand much sacrifices, meaning that it can be splashed onto most other archetypes easily. so even if early cartridge of it might be hazardous ( if it is, like, your first tease added, it ’ s no better than a excommunicate ), it has excessively much of potential – just grab it. even outside of zeroing non-Retain gorge, using it with Protect, Windmill Strike and Worship might make a universe of difference. once again, don ’ triiodothyronine get besides avaricious with that stuff – 1 Retain per 5 cards is a good proportion. But even meager sum of basically free gorge will well turn the tide of the fight in your privilege .
- Judgment
- 10/10
- Archetypes: Universal.
- Upgrade priority: High
I keep repeating that this class is lacking in terms of defense. But you know the best kind of defense, correct ? That ’ s besides why I rate Signature Move so eminent – that excessively is adequate to of bursting enemies down cursorily and, well, if they ’ rhenium dead there ’ south less to worry about. The way the crippled is built standard atmosphere, Judgment+ has relevant targets during each of the stages. It wholly humiliates your opposition during dissemble I ( it ’ s a boom at that phase of the game ), it requires only a little push to carry you through some of the toughest act II fights ( hello, slaveholder trio ) and it ’ ll save you from chilling stuff like Reptomancer during act III. And it ’ ll exercise as 1 Energy 40 damage against each and every kind of foe, provided you bring them broken adequate with other damage sources. Yeah, in some occasions it will not be as beautiful but, from my feel, it ’ ll save you then much life in other fights that even occasional bout of “ do nothing ” will not spoil the grudge here. It is quite specialize, however, and then you ’ ll never want to have two of them .
- Lesson Learned
- 10/10
- Archetypes: Universal.
- Upgrade priority: Very Low
To be honest, I ’ m not sure if a ceremonious score can be applied here. On one bridge player, this tease is one of the best things that can happen to this character – as you may have noticed, Watcher is laughably upgrade-starved. So being able to receive all of them for free… Wow. On the other hired hand, it ’ s not in truth barren – you ’ ll have to finish actual foes with it and, even in a thin deck, it will mean stalling fight for a turn or two so you have the opportunity to do that. It ’ s besides a dead menu until you ’ re ready to finish person. That means you ’ ll need those “ saved ” rests as this card will be forcing you to take extra damage hera and there, particularly in high Ascension. During acts II and III, this can be particularly bad as enemies hit real, real difficult. therefore, whether it is worth to pick this, no, good even to say to risk this or not is wholly dependent on the baron level of your stream deck. Which is something that you ’ ll have to learn to gauge for yourself. To give a harsh rule of hitchhike, it ’ s by and large a good pickup during act I – Watcher doesn ’ triiodothyronine have much issues it so having this early is making for some of the easiest run. It ’ s most dangerous during act II ( that besides includes picking it up after act I boss ) – that ’ s normally the toughest time of the game and stalling there will be arduous. You ’ ll have to have identical estimable deck/relics to do so. And it ’ mho more or less accomplishable during act III as your deck should be strong adequate by that point or you won ’ metric ton get there in the first rate .
- Master Reality
- 8/10
- Archetypes: Mother.
- Upgrade priority: Average
The thing I dislike the most about this card is that it can not get Innate ( unless you ’ rhenium lucky enough to besides get Bottled Tornado ). And many of its potentially good plays depend on playing it fast. Best model would be Deus Ex Machina – there ’ s a 2x Energy deserving deviation between a Miracle and Miracle+. indeed, if you want to combo out with something like Conjure Blade ( I think that this interaction is how that card is supposed to be fueled ; dear luck assembling a 3-rare jazz band, though – at least one piece of it should be downgraded to uncommon ), you ’ ll need to be lucky enough to drop this before those cards play out. And if Conjure Blade will handily wait for you, Deus Ex has this stupid “ gets auto-casted ” feature of speech ( another cause why its score is not that high ). Same will apply to something like neutral calling card Metamorphosis – that card is a bit bad to play but sometimes you need a zero monetary value attack to loop and combo out with this character and that card will always provide them. It ’ ll bid against the thinness of your deck, sure, which is why it ’ mho best to never upgrade it ( so it adds alone 3 cards alternatively of 5 – a surprisingly positive side here ). And yes, Master Reality affects everything that ’ sulfur created – class cards, neutral cards, Dead Branch or Nilry ’ sulfur Codex ( Nilry is meh in a thin deck, though, and Dead Branch is outright suicidal with Watcher ). This batting order is besides not that amazing with Smites and Safeties – I mean, it does add 33 % rate to them, but it ’ south hard to get enough sources of them for this to truly matter. indeed chief Reality is by and large about Insight+. As has been mentioned in Pray and Evaluate reviews, the promote here matters a distribute and, with a thin enough pack of cards, two Pray+ will generate an infinite loop. This is a difficult original to assemble then I haven ’ triiodothyronine had that much testing with it but I have had a identical confident Ascension 15 Victory on the back of it. so, even while this card has some meh sides and issues, it ’ s a decent enough early blame as the potential is there .
- Omniscience
- 7/10
- Archetypes: Universal.
- Upgrade priority: Very High
This card has a very high potential that is very unmanageable to realize. As most Watcher decks are dilute, you by and large want to cast stuff that self-exhausts anyways with it. differently, you risk removing your foreman informant of blocking/damage dealing and frankincense gaining a strong sour at the monetary value of crippling yourself through the respite of the fight. not that good of a barter off. So you only pick this if you already have a impregnable target for it. And, better tied, two. The candidates are Like Water, Mental Fortress, talk to the Hand ( blocking clog ), Rushdown ( crazy poster drawing for easier jazz band ), Devotion ( mantra overload ), Wish ( whatever you need at the moment ) or neutral Mayhem ( lots of cards played ; self-destructive jazz band with Conclude & Meditate, though ). It ’ mho best to have a couple of such synergy cards so you don ’ thymine get into awkward scenario by drawing both Omniscience and its only supposed aim. And this is still a snatch avaricious so you ’ ll need something to help you survive the turn of this – energy relics, block relics and bric-a-brac. then, once you jump through all these hoops, some rate will be generated. This one is largely an act III pickup – possibly act II if you ’ re on a roll. Before that, I merely don ’ metric ton see you using this safely adequate and, while the net income is courteous here, it ’ s not big enough to merit taking excess damage for it .
- Ragnarok
- 8/10
- Archetypes: DAKKA.
- Upgrade priority: Very High
It ’ s a heavy build-around card. While it ’ mho absolutely sound in its original, it ’ mho hardly amazing outside of massive Wreath of Flames being cast. 36 wrong for 3 Energy stops being impressive after act I ( keep in mind that the strikes hera are random, meaning that in a massive battle you might not focus anyone, leaving all the foes wounded ). flush with 1 Wreath it ’ s grows into 84 damage for 4 Energy – not badly but not amazing either, more like fair. So only with 2+ Wreaths and non-attack generator of Wrath/Divinity it will reach its full potential. You about never consider this outside of its original. possibly with Snecko or 2+ Swivels but that ’ s pretty much that .
- Scrawl
- 10/10
- Archetypes: Universal.
- Upgrade priority: Very High
So we have the most wag advantage starved character of the game. What will she think of opportunity to draw 5-6 cards at the identical least ? For zero energy ? When most her jazz band require her to have the entirety of her deck in her hand, i, this being the perfect trigger for them. And evening if they don ’ triiodothyronine get the jazz band going, they make for a perfect setup – you ’ ll have a big turn where you ’ ll generate some Energy, setup some powers, start the countdown on Retain, vanish your aeriform curses, etc. Ofc, it ’ randomness besides pretty cool in decks where you ’ re having some meaningful zeros like Prostrates. It ’ randomness just a great menu all-around so you ’ re never against having it .
- Spirit Shield
- 10/10
- Archetypes: All but REEE.
- Upgrade priority: Very High
The description of this will mirror the previous one. So we have the most obstruct starved character of the game… You get the bespeak. This is a perfect poster that solves most of her issues on the spot – if you play thin, you ’ ll be able to cast this every other twist. If Meditate is involved, reasonably much every turn. And, since you ’ re having Retain thrust and that initial Pure Water relic, it ’ s not difficult to be casting it for 20-24 forget even without any far circuit board advantage. With that being involved, the value here will get simply farcical. You ’ rhenium always happy to have this .
- Vault
- 10/10
- Archetypes: Universal.
- Upgrade priority: Very High
Whatever the original you play, you ’ ll motivation time to set up. Throw out the powers, self-exhaust some stuff, get some mantras, put some Insights into the deck, tick down Retainers, whatever. And this card, once upgrade, will give you precisely that. In the basic shape it is a snatch awkward – you won ’ thyroxine have a lot ( if any ) spare energy to do anything significant. Once it ’ mho bearing that + sign, it gets much easier for you. This buys you lots of tempo in battle, thus letting you to raise your shields better or to stomp those enemies quicker, thus saving your valued life points at no real cost. It besides serves as a sorta mulligan stew – if you ’ ve draw a very weak hand that includes Vault, you can bail out into a much better pass. SlS is not that luck dependent but, at the end of the day, it is a game of opportunity and so you can be screwed by the shuffler. This is one of the few “ get out of jail ” cards that exists in this game for that specific scenario. Vault is besides cherished because most Watcher archetypes scoop to the Snail final boss. Well, I ’ molarity dramatize here, but that ’ s surely the most dangerous and unmanageable of the three. And, if you cast Vault as your 12-th batting order, it prevents Snail from going, making your animation colossally easy. This is a very authoritative top of this card and, when fighting that boss, you should constantly save this for such a turn. This tease is universally capital .
- Wish
- 6/10
- Archetypes: Universal.
- Upgrade priority: Average
It ’ south another of the “ either very early or ultra-late ” kind of cards. If you get this early on, you can stall through Act I combats, earning 200 gold in the process or so. It ’ s not that big sum of money but it can fetch you and extra rare or an extra relic and, hopefully, that one will be real commodity. Ofc, you stall in the easy fights – when it comes to the bosses and slippery elites it ’ ll be Strength or Block options, whatever your deck lacks the most. then, through majority of the Act II it ’ ll turn into a semi-curse because combats are real hard and you won ’ thyroxine be able to spare 3 freaking energy for this often. Flexibility is big, but neither of these effects are actually worth that much. And in the act III, once you ’ ll get more energy relics and cards, it will be easier to cast this so it becomes semi-useful again. so, if you see it, you might consider it as a luxury, specially if you need to make your turns “ dense ” ( once again, we ’ re minding the snail ). It ’ s however not that great of a batting order and so not precisely an auto-pick – even in the act I you ’ d better chew over the come of elites you ’ ll be facing and think doubly about it. Another thing is that, during act I, you truly like to be question-mark cruise. Which means you ’ ll do minimal sum of fights, which means you won ’ t truly earn that much here. thus I dunno, this feels more like a bangle scheme element than the proper fight tool.