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Injury

Curse|怪我
Injury
-
Injury
Curse
Effect

Unplayable.

Basic Info

  • Type: Curse
  • Cost: Unplayable
  • Keywords: None
  • Effect: Unplayable.

Rating

Danger: C Rank

The simplest curse in the game, with no effect beyond being unplayable. It just trims your hand by 1 on the turn you draw it, with no damage or debuff. Because it isn't Ethereal, it won't go to the discard pile, meaning every reshuffle can bring it back. That said, it isn't Unremovable, so shops and events can purge it. Among curses it's one of the mildest, and removal priority is low - worth removing only when there's nothing better to target.

Sources and Related Events

  • A staple in random curse pools used by various events and relics
  • Possible outcome when choosing to take a curse at a "?" tile event
  • Ancient Vakuu's blessing "Sere Talon": a candidate in the 2 random curses + 3 wishes grant

Counterplay and Play Pattern

  • Shop removal: 75g+. Low priority, but removing it when gold is spare tightens your deck
  • Blue Candle: play for 1 HP to Exhaust. With no damage or debuff, it's a safe trade
  • Omamori: negates 2 curse acquisitions. A bit of a waste on Injury but still useful as general curse insurance
  • No need to thicken the deck: Injury is mild enough that playing on is more efficient

Good Synergies

  • Blue Candle: Exhaust Injury for 1 HP - near-zero risk
  • Fire Breathing (Ironclad): damage on each Injury draw. Turns the curse into an attack source
  • Feel No Pain (Ironclad): Block when Blue Candle Exhausts Injury
  • Darkstone Periapt: +6 Max HP on curse acquisition. Since Injury has virtually no downside, pure gain
  • Du-Vu Doll: +1 Strength per curse in deck. Leaving Injury in as a Strength source is a valid choice
Back to Curses list

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