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::: ja
アイアンクラッド HP消費ビルド
ビルド概要
HP消費カード(供物・瀉血・深紅の衣)を中心に、HPをリソースとして積極的に消費してエナジーやドローを生み出すビルド。
キーカード
- 供物: HP6消費で2エナジー+大量ドロー。このビルドの中核。
- 瀉血: HP3消費でエナジー2(強化後3)。軽い版の供物。
- 深紅の衣: ターン開始時HP1消費でブロック獲得。継続的なHP消費源。
- 悪意: ターン内HP消費でドロー。供物/瀉血と組み合わせて大量ドロー。
- 血の沸騰: HP消費で筋力獲得。消費行動を攻撃力に変換。
- 未だ倒れず / 腐食の傷の手当て: HP回復手段として保険になる。
立ち回り
- HP消費カードでエナジー・ドローを大量に生成する爆発的なターンを作る
- HP消耗が激しいため、レリック(燃えさかる血・ルーン球)やレスト優先で回復
- 悪意・血の沸騰がある場合はHP消費→ドロー→更なる消費の連鎖を作る
ピック優先度
- 供物・瀉血: 最優先。このビルドの核心。
- 悪意・血の沸騰: 高優先。シナジーが強い。
- HP回復レリック: 高優先。生存ラインを維持するため。
注意点
- HPがボトムラインを切ったら供物の使用を控える
- ボス戦では一気にHPが削られる前に攻め切る速攻型が有効 :::
::: en
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
- Open with Bloodletting or Offering as early as possible to flood your hand and generate Energy for follow-up plays.
- 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.
- Chain Malice draws into more HP-loss cards; a single Offering can trigger Malice then Bloodletting which triggers Malice again.
- Use Crimson Robe early in a run so it generates small but consistent Block for every fight.
- 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. :::