
Sapphire Seed
繁茂の地Act1サファイアの種
Choices
Consume→ Heal 9 HP. Upgrade a card in your Deck
Plant and Nourish→ Enchant a card with Sown
Choices
"Eat"
- Heal 9 HP. Upgrade 1 random card
"Plant and Grow"
- Enchant 1 card with Seed-Sowing
Recommended Choice
"Eat" gives you 9 HP healing and a card Upgrade at the same time, making it a steady pick. HP management is tight in Act 1 and healing is precious, and if you pick the Upgrade target well you instantly increase deck output.
The Seed-Sowing enchantment from "Plant and Grow" adds an effect that heals HP whenever the card is played. Attach it to a card you play every turn and the healing accumulates across every fight, ending up well above the 9 HP heal. If you value long-term return, this is the better option.
Strategy
- If your HP is fine, "Plant and Grow" has the bigger long-term payoff. Seed-Sowing heals in every combat, so total healing grows as the run goes on
- On the other hand, if HP is rough and the next fight is scary, "Eat" has the immediacy. Act 1 often runs long between Rest Sites, and 9 HP here can be the difference between living and dying
- To maximize Seed-Sowing, attach it to a 0-cost card or a card you are guaranteed to play every turn. Putting it on a rarely used card wastes the effect
- The Upgrade target should be either the most-played card in the deck or a card that gains a lot from being Upgraded. Cost-reductions-to-0 and big scaling buffs are the top picks
- If Seed-Sowing covers your healing needs, you can spend Rest Sites on Upgrades instead, which indirectly strengthens the deck as well
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