Le deck spam à 0 coût tant apprécié. Griffe augmente ses dégâts de manière permanente à chaque utilisation.
Claw is a 0-Energy attack that permanently increases the damage of ALL future Claws by 2 each time any Claw is played. With multiple copies and ways to replay them (All for One, Hologram), Claw damage snowballs rapidly — by the 5th play, each Claw deals 18+ damage for free. The deck fills itself with 0-cost cards (Claw, FTL, Go for the Eyes, Momentum Strike, Flash of Steel) and uses Scrape to cycle through them while All for One pulls them all back from the discard pile for another round. Feral acts as an Echo Form for 0-cost cards, doubling each play.
Take every Claw offered — multiple copies are essential. Even 2 Claws in the early game provide surprising damage since each play buffs the other. Go for the Eyes (0 Energy, applies Weak) and Beam Cell (0 Energy, applies Vulnerable) are excellent early pickups that double as Claw support by being 0-cost. Flash of Steel from the shop draws a card and costs 0 — perfect for the deck. Start looking for Scrape: it draws 3 cards and discards anything costing 2+, filtering your hand to just 0-cost cards. Don't worry about defense yet — fast kills are your best defense.
By Act 2, find All for One — this is the deck's true engine. For 2 Energy, it deals damage AND puts ALL 0-cost cards from your discard pile back into your hand. Play all your Claws → play All for One → play all your Claws again. Each cycle adds +2 damage per Claw permanently. Hologram retrieves a card from discard (upgrade to remove Exhaust) — use it to fetch All for One or Scrape for another cycle. FTL provides damage + draw at 0 cost. Skim helps find key pieces. Begin looking for Feral — it plays every 0-cost card twice, essentially doubling your output.
With the full engine assembled: Feral (double 0-cost plays) + multiple Claws + All for One + Scrape, each turn plays 10-20+ cards. Claw damage reaches 20-30+ per hit by mid-fight. If you have Unceasing Top (draw a card whenever hand is empty), the deck goes truly infinite — play all 0-cost cards, hand empties, draw a card, keep going. Panache triggers every 5 cards for bonus AoE damage. Against bosses, the first 2-3 turns are setup; by turn 4-5, each Claw hits for 20+ and you're playing them 4-8 times per turn. Secret Weapon can tutor All for One or Scrape to kickstart the combo.
The build's namesake. 0 Energy, permanently ramps +2 damage per play. Take every copy — 3-4 Claws is ideal.
Retrieves ALL 0-cost cards from discard pile. Enables cycling Claws multiple times per turn.
Draw 3, discard cards costing 2+. Filters hand to 0-cost cards and cycles through the deck rapidly.
Power that plays every 0-cost card twice. Effectively doubles all Claw damage and triggers.
Retrieves a card from discard. Fetches All for One or Scrape for another combo cycle. Upgrade removes Exhaust.
0 Energy attack + draw a card if fewer than 4 cards in play. Keeps the chain going.
0 Energy Weak application. Reduces enemy damage while being a free Claw-compatible attack.
Deals 10 AoE damage every 5th card played in a turn. With 10-20 cards per turn, triggers 2-4 times.
When core cards aren't available, these alternatives keep the build functional.
Draw a card whenever your hand is empty. With all 0-cost cards, the deck goes infinite — play everything, draw more, repeat forever.
Gain 1 Energy after every 3 attacks. Claw spam triggers this constantly, generating free Energy for All for One.
Gain 1 Strength after every 3 attacks. Each Strength point adds damage to every Claw hit. Scales explosively.
Gain 1 Dexterity after every 3 attacks. Boosts Block from any defensive cards in the deck.
Gain 4 Block after every 3 attacks. Free defense while spamming Claws.
Draw a card after every 3 attacks. Extra draw keeps the Claw chain going.
6 card limit per turn is catastrophic. The entire build relies on playing 10-20+ cards per turn.
Randomizing costs on a deck full of 0-cost cards is strictly negative.
Curses bloat the deck and clog Scrape's filtering. Deck efficiency is critical.
Claw ramp is permanent across the combat. Even during Guardian's defensive mode, keep playing Claws to build damage. Once defense phase ends, your Claws will be hitting for massive numbers.
Stack some Frost Orbs for passive Block if available. Use turns 1-2 to ramp Claws. By turn 3-4, your 0-cost spam should outdamage Hexaghost's healing.
Claw spam melts single targets fast. Rush past 50% HP before the split. After the split, Panache and AoE from Scrape chip can handle both halves while Claws finish them.
All for One + Claw spam makes short work of the Collector. Panache's AoE handles minions. With Feral doubling 0-cost plays, damage output is overwhelming.
Extremely dangerous matchup. Time Eater's 12-card limit per cycle directly counters Claw spam. Play strategically — maximize damage per card instead of raw card count. All for One into 4 Claws is 5 total card plays for maximum Claw scaling.
3-4 copies is ideal. Each additional Claw means more plays per All for One cycle, faster permanent damage ramp, and more reliable draws. However, 5+ can bloat the deck — quality of supporting cards matters too.
No, Claw's damage bonus resets each combat. However, it ramps so quickly within a fight (especially with All for One loops) that this doesn't matter. By turn 3-4, Claws are hitting for 14-20+ damage.
The best defense is killing enemies fast. However, some Frost Orbs (Coolheaded, Cold Snap) provide passive Block without diluting the 0-cost strategy. Ornamental Fan and Kunai from playing many attacks also help.
Unceasing Top draws a card whenever your hand is empty. Since all your cards cost 0, you play everything → hand empties → draw a card → play it → hand empties → draw again. This continues until the draw pile is empty, then discard reshuffles and the loop continues.
Loosely, yes. Frost Orbs for passive Block don't hurt the deck. However, Orb-focused cards like Defragment cost Energy and dilute the 0-cost theme. A few Frost generators are fine; don't build half-Orb half-Claw.