
Leafy Poultice
Upon pickup, Transform 1 of your Strikes and 1 of your Defends and lose 10 Max HP.
Ancient selections snowball entire runs, so this page now breaks them out by Ancient NPC instead of flattening everything together. Each Ancient gets its own S/A/B/C/D board, with hover notes focused on map timing, deck shape, and how reliable the payoff really is.
Hover the question-mark icon on any boon to see the short reasoning behind its tier inside that Ancient's pool.
The page is adapted from the Ancient references you provided and cross-checked against the current Mobalytics Ancient guide. It now follows the actual pools for Neow, Orobas, Pael, Tezcatara, Nonupeipe, Vakuu, and Darv.
Opening-screen choices that define the first few fights and your earliest snowball.
The cleanest Ancient boons: they either fix the early game immediately or create huge snowball with limited risk.

Upon pickup, Transform 1 of your Strikes and 1 of your Defends and lose 10 Max HP.

Upon pickup, gain 1 card reward and procure 1 random potion.
Excellent Ancient picks with strong average value, but slightly more dependence on map shape, deck state, or timing.

Upon pickup, receive Greed. Gain 333 Gold.

Upon pickup, gain 150 Gold.

Upon pickup, choose 1 of 2 Colorless cards to add to your Deck.

Upon pickup, remove 2 cards from your Deck and take 13 damage.

The first 3 card rewards you see are Upgraded. The first Treasure Chest you open is empty.

Upon pickup, obtain a random Relic.
Solid options with real upside, though they are either narrower, slower, or less consistent than the top tiers.

Upon pickup, obtain a random Rare Card to add to your Deck.

Upon pickup, Transform 1 card.

Upon pickup, raise your Max HP by 11.

Upon pickup, Upgrade a card.

Upon pickup, remove 1 card from your Deck.
Playable but awkward picks that often miss the fights and floor states where Ancient value matters most.

At the start of Elite combats, draw 2 additional cards.

The Act 1 Boss drops 2 Relics.

Upon pickup, add 1 Neow's Fury to your Deck.
Choices where the deck tax, randomness, or downside tends to outweigh the flashy upside.

Upon pickup, obtain 2 random Relics. Add an additional Strike and Defend to your Deck.

Upon pickup, lose all Gold and choose 1 of 2 packs of cards to add to your Deck.

Whenever you Rest at a Rest Site, raise your Max HP by 5.
Act 2 options that mostly trade immediate stabilization against more speculative long-term upside.
Excellent Ancient picks with strong average value, but slightly more dependence on map shape, deck state, or timing.

Upon pickup, gain 4 potion slots filled with random potions.

You may reroll each card reward once.

Upon pickup, obtain 2 Common cards, 2 Uncommon cards, and 1 Rare card.

At the start of each combat, add 1 Luminesce into your Hand.
Solid options with real upside, though they are either narrower, slower, or less consistent than the top tiers.

Upon pickup, Transform a starter card with an ancient version.

Upon pickup, replace your starter Relic with an Ancient version.
Playable but awkward picks that often miss the fights and floor states where Ancient value matters most.

Upon pickup, Enchant a Skill with Imbued.
Choices where the deck tax, randomness, or downside tends to outweigh the flashy upside.

Gain 1 Energy at the start of each turn. Card rewards now contain cards from other colors.
Act 2 picks centered on draw loops, delayed value, and how much your deck can exploit them right away.
Excellent Ancient picks with strong average value, but slightly more dependence on map shape, deck state, or timing.

At the start of your turn, draw 1 additional card.

You may sacrifice card rewards to Pael. Every 2 sacrifices, obtain a Relic.
Solid options with real upside, though they are either narrower, slower, or less consistent than the top tiers.

Upon pickup, add 2 Relax to your Deck.

If you end your turn with unspent Energy, gain an additional Energy next turn.

Upon pickup, remove 5 cards from your Deck. After each combat, randomly add 1 back Upgraded.
Playable but awkward picks that often miss the fights and floor states where Ancient value matters most.

The first time each combat you end your turn without playing cards, Exhaust your Hand, and take an extra turn.

Gain an additional Energy at the start of your 3rd turn, and every turn after that.

Doubles Block gained from a card, then goes to sleep for 2 turns.
Choices where the deck tax, randomness, or downside tends to outweigh the flashy upside.

Upon pickup, Enchant a card with Clone.
High-variance Act 2 choices with the widest gap between broken hits and run-killing misses.
The cleanest Ancient boons: they either fix the early game immediately or create huge snowball with limited risk.

Upon pickup, add 1 Brightest Flame to your Deck.
Excellent Ancient picks with strong average value, but slightly more dependence on map shape, deck state, or timing.

Upon pickup, Upgrade 4 cards.
Solid options with real upside, though they are either narrower, slower, or less consistent than the top tiers.

Upon pickup, replace the Act 2 Map with a single special path.

Start each combat with an additional 4 Energy.
Playable but awkward picks that often miss the fights and floor states where Ancient value matters most.

Gain 1 Energy at the start of each turn. Extinguishes at the start of Act 3.

Upon pickup, obtain 4 Wax Relics. Every 3 combats, your left-most Wax Relic will melt away.
Choices where the deck tax, randomness, or downside tends to outweigh the flashy upside.

Upon pickup, remove 4 cards from your Deck. Whenever you shuffle your Draw Pile, add a Soot into your Draw Pile.

Upon pickup, Enchant all Strikes in your Deck with Tezcatara's Ember.

At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Act 3 options that reward decks already close to a clean boss-gauntlet plan.
The cleanest Ancient boons: they either fix the early game immediately or create huge snowball with limited risk.

Upon pickup, choose 3 cards in your Deck. Enchant them with Swift 3.

Whenever you play 2 or fewer cards in a turn, take half damage from enemies.
Excellent Ancient picks with strong average value, but slightly more dependence on map shape, deck state, or timing.

Gain 1 Energy at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.

Upon pickup, add 1 Apotheosis to your Deck.

The first card you play each combat is played an extra time.
Solid options with real upside, though they are either narrower, slower, or less consistent than the top tiers.

The 5th card you play each turn is free.

Enchant all card rewards with Glam.

Whenever you kill an Elite, Upgrade 4 random cards.
Playable but awkward picks that often miss the fights and floor states where Ancient value matters most.

At the start of each combat, fill all empty potion slots with random potions.

Choose 3 Attacks in your Deck. Enchant them with Instinct.
Choices where the deck tax, randomness, or downside tends to outweigh the flashy upside.

Upon pickup, mark 7 random combats. Enemies in those rooms have 1 HP.
Act 3 choices with sharper downsides and more build-shaping effects than the average Ancient pool.
Excellent Ancient picks with strong average value, but slightly more dependence on map shape, deck state, or timing.

Upon pickup, lose 9 Max HP. Add 3 Apparitions to your Deck.
Solid options with real upside, though they are either narrower, slower, or less consistent than the top tiers.

Upon pickup, add 1 Enthralled to your Deck. Gain 1 Energy at the start of each turn.

At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.

Create an Ethereal copy of the first Attack you play each turn.
Playable but awkward picks that often miss the fights and floor states where Ancient value matters most.

At the start of each combat, add 1 of 5 random cards into your Hand. Add Retain to the chosen card.

At the start of combat put a random Power from your Draw Pile into your Hand, it's free to play.
Choices where the deck tax, randomness, or downside tends to outweigh the flashy upside.

When you encounter the Merchant, immediately obtain EVERYTHING he sells.

Upon pickup, add 2 random Curses and 3 Wishes to your Deck.

Gain 1 Energy at the start of each turn. Vakuu plays your first turn for you.
Shared Act 2 and Act 3 options that function like universal boss-relic style pivots.
The cleanest Ancient boons: they either fix the early game immediately or create huge snowball with limited risk.

Transform ALL Strikes and Defends.

At the end of your turn, you no longer discard your Hand.
Excellent Ancient picks with strong average value, but slightly more dependence on map shape, deck state, or timing.

Upon pickup, Transform 3 cards, then Upgrade them.
Solid options with real upside, though they are either narrower, slower, or less consistent than the top tiers.

Upon pickup, obtain an Ancient Card.

Upon pickup, remove 2 cards from your Deck.
Playable but awkward picks that often miss the fights and floor states where Ancient value matters most.

Elites drop an additional Relic when defeated.

Upon pickup, obtain a unique Curse and 3 Relics.

At the start of your turn, draw 2 additional cards. Start each combat Confused.