Skip to main content
メインコンテンツへ

HP消費ビルド

Ironclad HP Cost Build

Overview

The HP Cost Build treats your health bar as a resource. Offering and Bloodletting trade HP for massive Energy bursts, letting you play far more cards per turn than your base 3 Energy would allow. Crimson Robe passively converts 1 HP per turn into Block. Blood Boil and Malice then recycle that HP loss into Strength or draw, turning a weakness into a compounding advantage. The strategy is aggressive — burn HP early, close fights fast, and regenerate at rest sites.

Key Cards

  • Offering: 0 cost, exhaust, lose 6 HP, gain 2 Energy and draw 3 cards. The engine card — this single play can let you chain multiple other cards in the same turn.
  • Bloodletting: 0 cost, lose 3 HP, gain 2 Energy (3 when upgraded). A lighter Offering; stack multiple copies for large Energy pools.
  • Crimson Robe: Power costing 1. At the start of each turn lose 1 HP and gain Block. Free, repeating Block generation with no card slot needed.
  • Blood Boil: When you lose HP this turn, gain Strength equal to the amount lost (once per turn). Offering + Blood Boil = +6 Strength in one activation.
  • Malice: When you lose HP, draw 2 cards. Pairs with Offering to turn a 6-HP loss into 3 draws from Offering plus 2 from Malice.
  • Second Wind: Exhaust all non-Attacks, gain 5 Block per card exhausted. Cleans up a hand clogged with cheap cards and generates Block simultaneously.

Key Relics

  • Burning Blood: Heal 6 HP at the end of each combat. Counteracts the steady HP drain between fights; one of the best relics for this build.
  • Runic Cube: Draw 1 card whenever you lose HP. Stacks with every Offering, Bloodletting, and Crimson Robe tick for explosive draw.
  • Self-Forming Clay: When you lose HP during your turn, gain 3 Block. Pairs with Crimson Robe's passive drain for free Block every turn.

Strategy

  1. Open with Bloodletting or Offering as early as possible to flood your hand and generate Energy for follow-up plays.
  2. If Blood Boil is in hand, use it before Offering so the 6-HP loss grants 6 Strength that boosts all your attacks this turn.
  3. Chain Malice draws into more HP-loss cards; a single Offering can trigger Malice then Bloodletting which triggers Malice again.
  4. Use Crimson Robe early in a run so it generates small but consistent Block for every fight.
  5. At rest sites, always consider healing over upgrading — your HP is your fuel, and running low forces you to play conservatively.

Pick Priority

  • Offering / Bloodletting: Must take — these are the engine.
  • Blood Boil: Highest priority if Offering is in the deck; converts HP loss into Strength you keep permanently.
  • Malice: High — the draw engine that keeps the chain going.
  • Crimson Robe: High — consistent Block generation with no active Energy cost.
  • Healing relics (Burning Blood, etc.): High — sustain lets you burn HP more aggressively per fight.
  • Runic Cube: Very high if available — draw advantage on top of Energy advantage is overwhelming.

Tips

  • Track your HP floor. Once you drop below ~20-25 HP, start skipping Offering plays to preserve enough buffer for the boss fight.
  • Boss fights that deal burst damage before you can act punish this build hard. Go in with enough Block-generating cards to survive an opener.
  • Upgraded Bloodletting costs 0 and gives 3 Energy — take every upgrade opportunity on it.
  • Strength from Blood Boil persists for the whole fight; using Offering on turn 1 is almost always correct if you have Blood Boil in hand.
  • If the relic Runic Cube appears in a shop, buy it. The synergy with Offering alone makes it worth most of its cost.