Ein defensives Kraftpaket, das Geisterform + Alptraum für mehrere Züge Unverwundbarkeit verkettet.
The build exploits Wraith Form (gain 2 turns of Intangible — all damage taken reduced to 1) combined with Nightmare (add 3 copies of a card to your hand next turn). Nightmare targeting Wraith Form gives you 3 extra Wraith Forms next turn, meaning 6+ turns of Intangible. Burst doubles your next Skill, so Burst → Wraith Form gives 4 turns of Intangible. During these invincible turns, stack Footwork Dexterity and prepare your win condition. Afterimage and Well-Laid Plans support the engine.
Footwork is priority #1 — gain 2 Dexterity (3 upgraded) per play. Each Footwork makes every Block card give 2-3 more Block. Stack multiple copies. Backflip and Dodge and Roll provide Block + draw, perfect for surviving Act 1 while you build the engine. Acrobatics draws cards to find combo pieces. Well-Laid Plans lets you retain key cards between turns, essential for holding Nightmare until you find Wraith Form.
Wraith Form is THE card. 3 Energy for 2 turns of Intangible means taking 1 damage per hit for 2 full turns. Nightmare should target Wraith Form — next turn you'll have 3 copies, giving 6 additional Intangible turns. Burst doubles your next Skill: Burst → Wraith Form = 4 Intangible turns from one combo. Burst → Footwork doubles your Dexterity gain. Start trimming your deck aggressively — the combo needs to be drawn consistently. Adrenaline provides draw and Energy for combo turns.
The endgame loop: Turn 1, play Wraith Form (2 Intangible). Turn 2-3, under Intangible, play Nightmare on Wraith Form (3 copies next turn) and stack Footwork. Turn 4, play all 3 Wraith Forms (6 more Intangible turns). You're invincible for 8+ turns total. With 6-9 Dexterity from Footwork, even basic Defends give 11-14 Block after Intangible wears off. After Image provides 1 Block per card played, adding up fast. For damage, Skewer or Predator deal enough — you have unlimited turns to kill.
2 turns of Intangible (all damage = 1). The build's core defensive card. One copy is enough.
Add 3 copies of target card to hand next turn. Targeting Wraith Form = 6+ Intangible turns. Game-winning.
Gain 2 Dexterity (3 upgraded). Stack 2-3 copies for 6-9 permanent Dexterity. Every Block card becomes incredible.
Play next Skill twice. Burst → Wraith Form = 4 Intangible. Burst → Footwork = double Dexterity.
Retain 1 card per turn (2 upgraded). Hold Nightmare until Wraith Form is drawn. Enables the combo.
Gain 1 Block per card played. Passive defense that rewards playing many cards during safe turns.
5 Block + draw 2 cards. Efficient defense and cycle to find combo pieces.
Gain 1 Energy, draw 2 cards, Exhaust. Perfect for combo turns when you need extra resources.
When core cards aren't available, these alternatives keep the build functional.
Silent's starter. Extra draw turn 1 helps find combo pieces (Footwork, Wraith Form) faster.
Energy conserved between turns. Save Energy during Intangible turns to fuel explosive combo plays.
Retain your entire hand between turns. Hold Nightmare until you draw Wraith Form. Perfect synergy.
Reduce all HP loss by 1. During Intangible, you already take only 1 — Tungsten Rod makes it 0.
Draw 3 extra cards if you played 3 or fewer cards. Setup turns often play few cards, triggering this for draw.
Draw 2 extra cards turn 1. Critical for finding Footwork and setup cards early.
Combo turns often require 6+ card plays (Burst + Nightmare + Footwork + Block cards).
Enemies gain Strength. After Intangible wears off, Strength-boosted enemies hit extremely hard.
Randomized costs can make Wraith Form unplayable on key turns. The combo needs precise Energy management.
Save Wraith Form for Guardian's big attack phases. Intangible trivializes Guardian's damage. Use safe turns to stack Footwork and draw.
Wraith Form before turn 2 Inferno reduces it to 6 damage (6 hits × 1). Use remaining Intangible turns to set up Nightmare combo for the rest of the fight.
Intangible through the split damage. Footwork + Block handle post-split pressure. Nightmare → Wraith Form ensures you never take significant damage.
Intangible handles minion chip damage perfectly — each minion hit deals 1. Focus on the Collector during safe turns. The extended fight lets you cycle through combo pieces naturally.
Play fewer but higher-impact cards: Wraith Form (1 card for 2 turns invincibility), Nightmare (1 card for massive value). The combo's efficiency fits perfectly under the card limit.
Well-Laid Plans solves this. Retain Nightmare between turns until you draw Wraith Form. A small deck (18-22 cards) also ensures you cycle through cards fast enough to find both. Adrenaline and Acrobatics provide extra draw.
Wraith Form reduces Dexterity by 1 each turn after it ends. With 2-3 Footwork copies giving +6-9 Dexterity, the loss is manageable. And if you chain 8+ Intangible turns via Nightmare, the fight is usually over before Dexterity loss matters.
This build wins through inevitability. During Intangible turns, play any damage card safely. Predator, Skewer, Blade Dance, or even basic Strikes deal enough when you have unlimited safe turns. You don't need big damage — you need consistency.
Yes — don't use the full combo in hallway fights. Footwork + Block cards handle hallways fine. Save Wraith Form + Nightmare for elites and bosses. In hallways, just play your deck normally with high Dexterity Block.
Absolutely! Noxious Fumes provides passive Poison ticking during Intangible turns. You deal zero damage per turn but Poison stacks. By the time Intangible ends, enemies have 20+ Poison. It's a natural fit.