Colorless Strength Build
Key Cards
Armory
Spectrum Shift
Key Relics
Colorless Strength Build
Build Overview
A build around the Armory Power (+1 Strength per colorless card played), using Spectrum Shift, Unexpected Gift, and Heirloom Hammer to secure a large supply of colorless cards and ramp Strength fast. Placing Spectrum Shift early adds a colorless card to your hand each turn, so while Armory is out you lock in guaranteed +1 Strength per turn. Unexpected Gift (add 3-4 colorless cards at once) pays out +3-4 Strength in a single burst. Once Strength is stacked, all existing attack cards are buffed, so even mediocre attacks deliver plenty of damage.
Tier: A
Heavy dependence on Armory specifically, but combined with Spectrum Shift it guarantees Strength gain per turn, making mid-to-long scaling stable. Great synergy with AoE cards (Seven Stars, Gravity, Heavenly Might) — Strength doubles their output. Without Armory, the concept collapses. A tier, but Armory plus Unexpected Gift together approach S-level burst.
Key Cards (Essential)
- Armory: Power granting permanent +1 Strength per colorless card played. Cost 1 and cheap, this is the build's keystone. Multiple copies mean +2-3 per play, accelerating scaling
- Spectrum Shift: Power adding a random colorless card to hand each turn start. Combined with Armory, +1 Strength per turn is automatic and long fights push Strength high. Upgraded drops to cost 1
Candidate Cards
- Unexpected Gift: Cost 2 to add 3-4 colorless cards to hand (Exude). With Armory out, +3-4 Strength in one play. Exude, but the burst is top-tier
- Heirloom Hammer: Cost 2 for 20 damage (25 upgraded) and copy the colorless cards in hand. v0.103.0 buffed the damage, so it now stands as solo damage. Adds colorless cards to boost Armory triggers. Copying strong colorless cards is also a strategy
- Gravity: Cost 1 for 7-8 AoE damage plus Strength debuff on all enemies. At high Strength it becomes a huge damage card that also supports defense
- Heavenly Might: Cost 2 for 3 hits. With Strength stacked, 3 x Strength damage creates massive output
- Seven Stars: Consume 7 for AoE 7x7. At high Strength it's a massive damage boost
- Seasoned Warrior: All-purpose card granting both Strength and Forge. A Strength build can harvest Forge as a byproduct
- Monologue: Exude Power granting +1 Strength per card played. With Pale Blue Dot, 5-card turns stack 5 Strength
- Pale Blue Dot: Draw bonus on 5+ plays per turn. Easy to satisfy in a colorless-heavy deck
- Royalty: A royal Strength-stacking card. Combined with Armory for multiple Strength stacks
Relic Synergies
- Dingy Rug: Colorless cards appear in card rewards. Stably adds colorless cards for Armory triggers — direct strengthening of the core. Top priority relic
- Toolbox: Pick one of 3 random colorless cards into hand at combat start. Guarantees a colorless card per fight, making Armory's +1 Strength from turn 1 reliable
- Rainbow Ring: +1 Strength and +1 Dexterity per different card type played each turn. Colorless cards included, many card-type plays triggers it multiple times per turn for faster Strength stacking
- Shuriken: +1 Strength per 3 attacks played per turn. Heavenly Might and colorless attacks trigger this as a reliable extra Strength source
- Game Piece: Draw 1 on any Power play. On Armory and Spectrum Shift setup turns, colorless cards and attacks come into hand faster
- Dolly's Mirror: Copy 1 card in the deck. Doubling Armory means +2 Strength per colorless card, doubling scaling speed
- Backpack: +2 draw at combat start. Higher odds of Armory or Spectrum Shift in opening hand, preventing Power-delay scaling loss
Play Plan
Act 1
Top priority is Armory. Take it first in any Act 1 card reward. Next look for Spectrum Shift and place early — together they automate +1 Strength per turn. In Act 1, also gather AoE and multi-hit attacks like Gravity and Heavenly Might so late Strength pays out bigger. In elite fights without Armory, lean on Genesis and Glimmer. Take Heirloom Hammer when available.
Act 2
Slot Unexpected Gift on pickup — with Armory, you burst Strength hard. By mid-Act 2 with Spectrum Shift + Armory, Strength climbs automatically and Heavenly Might and Gravity damage rises visibly. Pale Blue Dot picked up boosts per-turn draw and hand rotation. Monologue is valuable — on Pale Blue Dot-trigger turns, stacking Monologue Strength via 5+ plays compounds the Strength count.
Act 3
At 20-30+ Strength, a single Heavenly Might lands 60-90 damage effective. Seven Stars in hand becomes AoE damage amplified by Strength. Heirloom Hammer making copies of strong colorless cards increases colorless cards in hand and Armory trigger frequency. For the Act 3 boss, trim deck size so Armory and Spectrum Shift come into hand every turn.
Strengths and Weaknesses
Strengths
- Uses the existing colorless-card system — every colorless card in the game naturally contributes to scaling
- Spectrum Shift's auto Strength each turn is reliable — long-fight damage growth is substantial
- High Strength amplifies all existing attack cards, leaving deck-building flexible
- Unexpected Gift provides a rare "+3-4 Strength in one play" burst card
Weaknesses
- Extreme dependency on a single Power (Armory) — missing it collapses the concept
- Mid-to-long scaling is premised on Spectrum Shift synergy, so short-fight specialization is Weak
- Strength builds are low on raw early damage; pre-Armory Act 1 is rough
- Colorless cards are random — sometimes the right card doesn't appear