Ein Kartenzug-Kraftpaket, das Seelen (kostenlose 0-Kosten-Ziehe-2-Karten) generiert.
Souls are colorless 0-Energy cards that draw 2 cards and Exhaust when played. Soul-generating cards like Capture Spirit (add 3 Souls), Grave Warden (add 1 Soul + Block), and Dirge (add X Souls) fill your draw pile with Souls. The payoff cards — Haunt (6 damage to random enemy per Soul played), Soul Storm (+2 damage per Soul in exhaust pile), and Death March (+3 damage per card drawn) — convert this massive card draw into lethal damage. The longer the fight goes, the stronger Soul Storm becomes as the exhaust pile fills with spent Souls.
Grave Warden is your first priority: 1 Energy for 8 Block + 1 Soul. It replaces your Defend cards while generating Souls. Reave costs 1 Energy for 9 damage + 1 Soul — a solid Strike replacement. Capture Spirit is the big early find: 1 Energy to add 3 Souls to your draw pile. Don't expect Souls immediately — they go to your draw pile and will appear next shuffle. Defile provides raw damage while you build the Soul engine. Start removing Strike/Defend at shops; the Soul cards replace their function better.
By Act 2, find your payoff cards. Haunt is the #1 priority: whenever you play a Soul, a random enemy loses 6 HP. Multiple copies stack — 2 Haunts means each Soul deals 12 damage. Death March deals base damage + 3 per card drawn this turn. Since each Soul draws 2, playing 4 Souls in a turn means +24 damage on Death March. Soul Storm deals 9 damage + 2 per Soul in your exhaust pile — it gets stronger every turn as Souls accumulate. Dirge generates X Souls while buffing Osty, perfect for setup turns. Devour Life makes each Soul buff Osty with Summon 1.
With the engine running: turn 1-2 generate Souls via Capture Spirit and Dirge. Turn 3+, Souls start appearing in your draw. Playing 4-6 Souls per turn draws 8-12 additional cards, finding more Souls and payoffs. With 2 Haunts, each Soul deals 12 passive damage. Soul Storm with 10+ Souls exhausted deals 29+ damage per play. Death March on a turn where you drew 15+ cards deals 53+ damage. Against bosses, the damage ramps exponentially: by turn 5-6, you're dealing 100+ damage per turn from Soul payoffs alone. Borrowed Time gives free Energy (3 Doom is irrelevant when enemies die fast). Gold Axe adds extra scaling based on total cards played.
6 damage to random enemy per Soul played. Multiple copies stack. 2 Haunts = 12 free damage per Soul. The #1 payoff card.
1 Energy for 3 Souls. The most efficient Soul generator. Take every copy offered.
Scaling finisher. +2 damage per Soul in exhaust pile. By mid-fight, easily deals 30-50+ damage per play.
8 damage +3 per card drawn this turn. With Souls drawing 2 each, this hits for 30-50+ damage reliably.
8 Block + 1 Soul for 1 Energy. Replaces Defend while feeding the Soul engine. Essential early pickup.
X-cost: generates X Souls + X Summon for Osty. Excellent setup card that also strengthens your tank.
Summon 1 whenever you play a Soul. Turns every Soul into Osty growth, making Osty an invincible wall.
Apply 3 Doom to yourself, gain 1 Energy. The Doom is nearly irrelevant when enemies die fast. Free Energy is excellent.
When core cards aren't available, these alternatives keep the build functional.
Start every combat with 3 free Souls in draw pile. Accelerates the engine by an entire turn.
Draw a card on every shuffle. The deck churns through cards so fast that this triggers 3-5+ times per combat.
Deal 5 AoE damage every 3 Skills played. All Souls count as Skills — triggers constantly.
Copy any card. Duplicating Haunt or Capture Spirit dramatically increases the deck's power.
X-cost cards like Dirge gain +2 effect. 2 extra Souls and Summon per Dirge play.
Upgrade every Attack and Skill played in combat. Souls count as Skills, and payoff cards upgrade to deal more damage.
6 card limit destroys this deck. Playing Souls alone can require 6+ card plays per turn.
Curses clog the draw pile and interfere with Soul draw timing.
Randomizing costs breaks the Energy management. Souls are 0-cost by design; other cards have specific costs.
Use turns 1-2 to generate Souls with Capture Spirit and Dirge. By turn 3, Souls start flowing and Haunt + Death March provide consistent damage. Guardian's defensive mode buys you setup time.
Grave Warden provides Block while making Souls. Stack Block for Hexaghost's Inferno on turn 2. After surviving the early burst, Soul Storm and Death March scale rapidly.
Soul Storm and Haunt deal damage to all enemies or random targets. After the split, Soul damage hits both halves. Rush past 50% HP with Death March before the split if possible.
Haunt's random targeting naturally spreads damage. The longer fight lets Soul Storm scale to massive numbers. Devour Life makes Osty tank minion hits while you focus damage on the Collector.
Souls count as card plays toward Time Eater's limit. Be efficient — play only the Souls you need for draw, prioritize Soul Storm (which scales from exhaust pile) over raw Soul spam. Quality over quantity.
Souls are colorless, 0-Energy cards unique to the Necrobinder. When played, they draw 2 cards and Exhaust (removed for the rest of combat). They're generated by other cards and added to your draw/discard pile. They function as free draw engines that fuel payoff cards.
Take every Haunt offered. Each copy stacks — 2 Haunts mean every Soul deals 12 damage, 3 Haunts mean 18 damage per Soul. With 4-6 Souls played per turn, that's 72-108 free damage just from Haunt alone.
You can splash a small Doom package for extra damage, but the core Soul engine doesn't need it. The card draw from Souls is so powerful that you rarely need Doom's delayed damage. If anything, Doom cards compete for deck space with Soul generators.
Neurosurge gives 3 Energy and draws 2 but applies 3 Doom to yourself each turn. It's strong but risky in longer fights. Take it if you're confident fights will end quickly (turn 4-5). Skip it if you're worried about slow starts.
Devour Life summons 1 to Osty every time you play a Soul. With 4-6 Souls per turn, Osty gains 4-6 HP per turn. Combined with Dirge's Summon X effect, Osty becomes an enormous tank that absorbs all incoming damage while you focus entirely on dealing damage.