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サイレント グランドフィナーレビルド
ビルド概要
グランドフィナーレ(山札が空の時に50ダメージ全体攻撃)を確実に発動するビルド。
キーカード
- グランドフィナーレ: コスト0。山札が空の時、全敵に50ダメージ(強化後60)を与えて廃棄。
- 急所打ち: 山札が空の時にボーナス発動するカード群。グランドフィナーレと同じ条件。
- ナイトメア: ターン開始時にカードを2枚複製。グランドフィナーレを複数枚確保。
- 先見の明: 山札操作(上にカードを積む)。グランドフィナーレを引くタイミングを制御。
- 高級タバコ: ドロー。山札を素早く消化。
- デッキ圧縮: 不要カードを取り除きデッキを薄くして山札をすぐ空にする。
立ち回り
- デッキをできるだけ薄くする(理想は10枚以下)
- グランドフィナーレをナイトメアで複製して複数枚確保
- 手札をすべて使い切って山札を空にしてからグランドフィナーレを発動
注意点
- デッキを薄くしすぎると手札が尽きるターンが増える
- グランドフィナーレの「廃棄」に注意。ナイトメアで複製した分だけ発動できる :::
::: en
Silent Grand Finale Build
Overview
Grand Finale costs 0 and deals 50 damage (60 upgraded) to all enemies — but only when the draw pile is empty. The build's goal is to make that condition trivially easy to achieve every turn: keep the deck as thin as possible (ideally 8–12 cards), use Nightmare to duplicate Grand Finale for multiple activations, and use draw and scry tools to empty the draw pile reliably. When it works, Grand Finale fires twice or more in a single turn for 100–120 AoE damage with zero Energy spent.
Key Cards
- Grand Finale: Costs 0, deals 50 damage (60 upgraded) to all enemies when the draw pile is empty. The win condition. Exhaust means each copy fires once, so duplicating it via Nightmare is essential.
- Nightmare: Costs 3, at the start of your turn creates a copy of a target card in hand. Duplicating Grand Finale lets you fire it multiple times before it exhausts. This is the build's key enabler.
- Acrobatics: Costs 0, draw 3 cards and discard 1. Zero-cost deck cycling that empties the draw pile faster; also triggers any discard synergies.
- Prepared: Costs 0, draw 1 and discard 1. Another free cycle tool to thin the draw pile down to zero.
- Calculated Gamble: Costs 0, discard your entire hand then draw that many cards. Instantly empties and refills, potentially clearing the draw pile in one action.
- Reflex: Discarded, draws 2 cards. Can be used to cycle the last few cards out of the draw pile without spending Energy.
- Tactician: Discarded, grants 1 Energy. Recovers the Energy cost of Nightmare or provides extra actions in the turn you fire Grand Finale.
- Survivor: Costs 1, gain Block and discard 1. Keeps you alive between Grand Finale turns while also cycling the draw pile.
Key Relics
- Ninja Scroll: Start each combat with 3 Shivs in hand. Shivs are 0-cost attacks that deal direct damage on turns when the draw pile is not yet empty — useful for maintaining damage output before Grand Finale conditions are met.
- Snecko Eye: Draw 2 extra cards at start of combat and randomise card costs. The extra draw helps reach Grand Finale conditions faster; randomised 0-cost Grand Finale is free even in non-empty-draw situations (though it only fires when draw pile is empty regardless of cost).
- Ring of the Snake: Draw 2 extra cards at combat start. Accelerates reaching the bottom of the draw pile.
Strategy
- Deck thinning is the build's top priority throughout the run. Remove Strike and Defend copies aggressively; every card removed brings Grand Finale one step closer to firing each turn.
- Acquire Nightmare as early as possible. Without it, each Grand Finale fires only once per cycle; with it, you can queue 2–3 copies for a single devastating turn.
- Early in a fight, use cheap draw and cycle cards (Acrobatics, Prepared) to work through the deck while maintaining Block with Survivor and Defender.
- When the draw pile has 3–4 cards left, stop cycling and play Grand Finale (after confirming Nightmare has already duplicated it earlier that turn or the turn before).
- Chain duplicated Grand Finales: with 2 copies in hand and an empty draw pile, both fire for 100–120 total AoE damage before any reshuffling occurs.
- After Grand Finale exhausts, the draw pile may refill from the discard. Play out remaining hand cards and use Calculated Gamble to reset, preparing for another Grand Finale chain next turn.
Pick Priority
- Grand Finale: Highest — the win condition; take every copy offered (up to 3 for maximum Nightmare duplication options).
- Nightmare: Highest — transforms Grand Finale from once-per-cycle to multiple activations per turn; always take it.
- Acrobatics: High — zero-cost cycle; critical for emptying the draw pile without spending Energy.
- Prepared: High — zero-cost single cycle; pairs well with Acrobatics.
- Calculated Gamble: High — fastest way to empty and refill in one action; excellent setup for Grand Finale turns.
- Reflex / Tactician: Medium-High — free cycle and Energy recovery when discarded; good deck thinners.
- Survivor: Medium — Block plus a discard; good defensive filler that also cycles.
- Card removal at shops: Highest priority meta-action — removing any card tightens the deck and makes Grand Finale easier to fire.
Tips
- The draw pile must be empty, not just small. Count remaining cards before playing Grand Finale — firing it with even 1 card left in the draw pile wastes the activation.
- Nightmare creates the duplicate at the start of your turn, so plan one turn ahead: play Nightmare targeting Grand Finale at end of a turn so the duplicate exists when your next turn begins.
- Upgraded Grand Finale deals 60 damage — upgrading it is the single highest-value upgrade in the build.
- Exhaust effects (e.g., from Apparition or other exhausting cards) reduce deck size permanently, which directly helps Grand Finale fire sooner each cycle.
- Against single-enemy elites or bosses, 60-damage AoE is only hitting one target — in those fights, aim for 2–3 Nightmare duplicates to chain 120–180 damage in the decisive turn.
- The build is fragile if Nightmare does not appear. Have a fallback plan (Poison or Shiv package) so the run does not rely entirely on drawing both Nightmare and Grand Finale in the same hand. :::