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Build Silent

悪夢ブラービルド

::: ja

サイレント ナイトメアブラービルド

ビルド概要

ナイトメアでカードを複製しつつ、ブラー・ドッジでブロックを積み重ねる防御特化ビルド。

キーカード

  • ナイトメア: ターン開始時に手札のカード1枚を2枚に複製する。
  • ブラー: コスト1、ブロック10(強化後15)。複製すると20(30)ブロック。
  • ドッジロール: コスト0、ブロック4(強化後5)。複製すると0コストで大量ブロック。
  • 素早さ: 毎ターン手札1枚追加のパワー。ブラーを引く確率上昇。
  • 後の先: 攻撃を受けた後にブロックを得るリアクションカード。防御の補完。
  • 回避: ブロックを積みながら敵のデバフを無効化。

立ち回り

  1. ナイトメアを引いて手札のブラーを複製→2倍のブロックを獲得
  2. 毎ターン大量ブロックで攻撃を完全防御
  3. 余ったエナジーでダメージを出す

注意点

  • ナイトメアは毎ターン1枚しか複製できない
  • ダメージ源が少ないためボス戦は長期化しがち :::

::: en

Silent Nightmare Blur Build

Overview

The Nightmare Blur Build revolves around using Nightmare to duplicate high-value defensive cards — primarily Blur — turning 10 Block into 20 or more from a single card copy. Each duplicated Blur stacks Block that persists to the next turn, so with enough copies you quickly reach totals that outpace any enemy's damage output. The build sacrifices early offense to achieve near-invincible mid-to-late-game defense.

Key Cards

  • Nightmare: Costs 3, played at the start of your turn it creates a copy of a chosen card in your hand. Duplicating Blur is the central engine of this build.
  • Blur: Costs 1, grants 10 Block (15 upgraded). Crucially, Blur's Block is retained into the next turn. Two copies from Nightmare give 20–30 Block that carries over.
  • Dodge and Roll: Costs 1, gains Block twice across two turns. Duplicating it doubles both charges, effectively quadrupling the Block value.
  • Backflip: Costs 1, gain Block and draw 2 cards. Extra draw helps find Nightmare and Blur consistently.
  • Footwork: Power costing 1. Permanently increases Dexterity, making every future Block card stronger including duplicated Blurs.
  • Well-Laid Plans: Retains one card in hand at end of turn. Keep Nightmare overnight to deploy it at the start of the next turn.
  • Survivor: Costs 1, gain Block and discard a card — good for cycling away bad cards while building Block.

Key Relics

  • Tough Bandages: Gain 3 Block whenever you discard a card. Synergises with Survivor and any discard-heavy turns.
  • Ring of the Snake: Draw 2 extra cards at the start of combat, helping you find Nightmare faster in the opening turns.

Strategy

  1. Early floors: stabilise with Blur and Dodge and Roll; do not over-invest in offense while the deck is thin.
  2. Acquire Nightmare as soon as it appears — it is the win condition that makes the build explosive.
  3. Each turn, play Nightmare targeting the Blur (or Dodge and Roll) in your hand, then play both copies for doubled Block.
  4. Layer Footwork early in combat so duplicated Block cards scale even further.
  5. Use Well-Laid Plans to retain Nightmare across a turn where you cannot afford to play it, guaranteeing it next turn.
  6. Once Block consistently exceeds incoming damage, spend remaining energy on whatever offensive cards you have to close out the fight.

Pick Priority

  • Nightmare: Highest — the build does not function without it; take all copies.
  • Blur: Highest — the best target for Nightmare; take 2–3 copies.
  • Footwork: High — permanent Dexterity scaling amplifies every Block card.
  • Dodge and Roll: High — doubles well with Nightmare and costs only 1.
  • Well-Laid Plans: Medium-High — lets you pre-load Nightmare for next turn.
  • Backflip: Medium — Block plus draw keeps the engine consistent.
  • Survivor: Low-Medium — filler Block and cycling but not essential.

Tips

  • Nightmare is played at the start of your turn before other actions, which means you choose the duplicate target with perfect information about your hand.
  • Duplicated Blur copies also retain Block — this means two Blurs played in one turn accumulate retained Block additively.
  • Against enemies that deal big burst damage every other turn, aim to have at least 40 Block retained before their heavy-damage turn.
  • The build is slow to kill, especially in Act 3 boss fights. Include 1–2 reliable damage sources (such as Perfected Strike or a high-damage Power) so fights do not stall indefinitely.
  • Avoid removing too many Strikes early; the build needs some offense to avoid losing to time in longer fights. :::