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Nightmare Blur Build
Nightmare Blur Build
Build Overview
The Nightmare Blur build is a defense-first strategy: use Nightmare to create 3–4 copies of Blur, then spam Blur the next turn to pile up enormous Block. Blur's unique carry-over effect means stacking Blur turn after turn produces compounding Block. Crafty Tactician keeps layering Cleverness onto skills, making Blur and friends even stronger every turn. Offense is anchored around Flechettes — (skills in hand) × 5–7 damage — which naturally becomes huge given how many skills this deck holds. Because defense is so tight, you can soak Poison or special attacks and keep chipping away with Flechettes.
Tier: A
With Crafty Tactician, Nightmare, and Blur online, defense is absurd and you grind fights with very little damage taken. Both Crafty Tactician (cost 2) and Nightmare (cost 3) are heavy, so early-game consistency suffers until you find them. The finished build is very strong, but the construction hurdle lands it at Tier A.
Key Cards (required)
- Nightmare: a cost-3 Exude skill that adds 3–4 copies of a chosen card to hand next turn. Naming Blur brings 3–4 Blurs next turn for massive Block.
- Blur: a skill that gives 5–8 Block and carries Block into next turn. With Nightmare, next turn you see 15–32 Block plus multi-turn carry-over.
- Crafty Tactician: a power that applies Cleverness to every skill you play (cost 1 when upgraded). Consistent Cleverness on Blur and Backflip keeps ramping skills every turn.
- Flechettes: an attack that deals (skills in hand) × 5–7 damage. Naturally high damage in a skill-stacked deck.
- Well-Laid Plans: a power that Retains 1–2 cards at end of turn. Locks in Nightmare and Blur turn after turn.
Candidate Cards
- Burst: plays the next skill twice (0-cost upgraded). Two Blurs in a row gives 10–16 Block plus two turns of carry-over. Doubling Nightmare is also brutal.
- Backflip: 5–8 Block + 2 draw. With Crafty Tactician adding Cleverness, the bonus effect keeps providing advantage.
- Acrobatics: 0-cost, 3–4 draw. Great draw in a skill-heavy deck. Uncommon, so timing matters.
- Craftsmanship: refills the hand to 6–7 cards. Great for maximizing Flechettes damage.
- Cloak and Dagger: a skill that adds Block. Crafty Tactician layers Cleverness, expected to add extra Block or scale its secondary effect.
- Reflex: cost-3 skill that grants 2–3 Dexterity. Dexterity boosts Block skills like Blur and Backflip, stacking beautifully with Cleverness.
- Escape Plan: 0-cost, 1 draw, plus 3–4 Block on skill draw. A free skill that stacks Cleverness counters for Crafty Tactician.
Relic Synergies
- Sturdy Clamp: carry up to 10 Block into next turn. Combined with Blur, even overflow Block is preserved, pushing defense further.
- Letter Opener: deal 5 damage to all enemies every 3 skills played on the same turn. Just spamming Blur and Backflip becomes AoE damage, supplementing Flechettes.
- Tuning Fork: gain 7 Block every 10 skills played. A skill-heavy deck naturally charges this, piling Block on top of Block.
- Mummified Hand: whenever you play a power, a random card in hand becomes 0-cost. With multiple powers (Crafty Tactician, Well-Laid Plans) this gives free Nightmare or Blur swings.
- Cloak Clasp: gain 1 Block per card in hand at end of turn. Pairs with the "hold skills for Flechettes" plan — more cards in hand means more Block.
- Chess Piece: draw 1 card each time you play a power. In a power-heavy deck (Crafty Tactician, Well-Laid Plans, Afterimage) this fixes early draw shortages.
Combat Play
Act 1
First priority is Crafty Tactician. Cost 2 is a bit heavy, but once placed, every future skill stacks Cleverness. Bring in Blur and Backflip to establish a Block base. Early on, load up on defensive skills to absorb damage while Flechettes does the attacking. Well-Laid Plans early turns on the Retain pattern for key cards.
Act 2
Main goal is to find Nightmare. Grab it aggressively from shops or events. Nightmare's cost 3 is heavy, so backup Energy from Adrenaline helps. If you also land Burst, Nightmare + Burst or double-Blur sequences become available. Upgrading Flechettes pays off as more skills accumulate. Upgrading Crafty Tactician (cost 1) is also a priority.
Act 3
Nightmare → next-turn 3–4 Blurs is the core loop, producing massive Block. Retain Nightmare with Well-Laid Plans so you can always fire it before a boss. As Crafty Tactician stacks Cleverness, Blur and Backflip grow, and Block accumulates automatically every turn. Flechettes with 5–6 skills in hand is 25–42 damage — more than enough offense. For the boss HP bar, a little Burst + Deadly Poison or Noxious Fumes on the side is good insurance.
Strengths and Weaknesses
Strengths
- Nightmare + Blur produces 30–40+ Block in a single turn, giving extreme defensive stability.
- Crafty Tactician enhances every skill via Cleverness, compounding the deck long-term.
- Flechettes naturally rewards the play pattern of holding skills in hand.
Weaknesses
- Dependent on heavy cards like Nightmare (cost 3) and Crafty Tactician (cost 2); early game is unstable before they appear.
- Damage hinges on Flechettes, so hand management errors dramatically reduce output.
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