Overview
| Field | Value |
|---|---|
| Name (EN) | Dusk |
| Name (JP) | ダスク |
| Rarity | Uncommon |
| Cost | $5 |
| Effect | Retrigger all played cards on the final hand of each round |
| Unlock | Available from the start (no unlock required) |
| Trigger Type | On final-hand play (full retrigger) |
| Overall Tier | A (A+ in low-hand / Enhancement-card builds) |
Rating & Analysis
Dusk retriggers every played card on the final hand of each round — a permanent conditional retrigger Joker. At Uncommon $5, you get 1 guaranteed retrigger per round, unlike Seltzer (10-hand cap). It's a stable late-round amplifier across the full run.
The dream pairing is low-hand builds: Burglar (Hand -1 / Discard -1 / Hand Size +3) brings the "final hand" forward each round, multiplying Dusk's value. Half Joker / Ride the Bus etc. (round-once Jokers) align naturally because the final hand is your boss-killer.
Enhancement-card axis (Glass / Lucky / Mult) is a perfect match — same as Seltzer. Hanging Chad + Dusk = 4 scores on first card of final hand (Chad +2 × Dusk +1 = 4 reads). Other retriggers (Mime / Sock and Buskin) compound output exponentially. Tier lists rate A overall, A+ in Enhancement / low-hand builds. $5 for permanent retrigger is a steal — buy on sight.
Deck Ratings
| Deck | Rating | Notes |
|---|---|---|
| Ghost | A+ | Spectral axis → mass Enhancement cards, perfect synergy |
| Black | A | +1 slot — Joker-count ensured |
| Abandoned | A | Number-axis Three of a Kind triggers reliably |
| Magic | A | Easy Enhancement-card production |
| Plain | A- | Debuffs occasionally trim damage |
Good Joker Synergies
| Joker | Why |
|---|---|
| Hanging Chad | First-card retrigger — Dusk × Chad = 4 scores on first card. |
| Mime | Held-card retrigger — held-axis parallel. |
| Sock and Buskin | Face-card retrigger — face-axis parallel. |
| Burglar | Hand -1 — final hand arrives faster. |
| Blueprint / Brainstorm | Copy = 4 scores per card on final hand. |
| Glass / Lucky Card | Retrigger doubles Enhancement procs. |
Recommended Builds
| Build | Core Loop | Target Consumables |
|---|---|---|
| Low-hand combo | Dusk + Burglar + Hanging Chad | Enhancement Tarots |
| Enhancement axis | Dusk + Glass / Lucky + Antimatter | Justice / Magician (Tarot) |
| Multi-retrigger | Dusk + Mime + Sock and Buskin | Enhancement Tarots |
| Blueprint stacking | Dusk + Blueprint = 4 scores per card on final hand | Black Hole / The Soul |
Tips & Usage
- Save key damage for the round's final hand.
- Burglar shortens the round, accelerating Dusk procs.
- Hanging Chad + Dusk = 4 scores on first card of final hand.
- Blueprint to its right doubles the final hand to 4 scores per card.
- Enhancement-card axis (Glass / Lucky) maximizes Dusk's value.
Caveats
- Final hand only — opening / mid-round hands don't trigger.
- Perishable still works (5 blinds × 1 final hand = 5 procs guaranteed).
- Eternal Dusk is fine — value persists run-long.
- Discards aren't retriggered (only plays).
- Retriggers affect score phase only — hand detection unchanged.