霉运
呪い|Bad Luck
-—霉运
呪い
効果
在你的回合结束时,如果这张牌在你的手牌中,则失去13点生命。
Basic Info
- Type: Curse
- Cost: Unplayable
- Keywords: Unremovable
- Effect: Unplayable. At the end of your turn, if this is in your hand, lose 13 HP. Unremovable.
Rating
Danger: S Rank (worst tier)
Bad Luck is Unremovable, so no shop or event can delete it - you live with it until the run ends. If it's in your hand at end of turn, you take a massive 13 damage, a hit large enough to swing entire fights. Whether your deck is thick or thin, you'll sometimes be forced to spend every card on the turn you draw it or radically alter your plan. Because it's Unremovable, Blue Candle won't Exhaust it - the curse simply returns. Bad Luck is the textbook "never accept this curse" card, and its presence on the table literally shifts the math of every event and relic choice.
Sources and Related Events
- Event "Reflections": the deck-duplication option adds Bad Luck as a side effect. The upside of copying the deck is significant, but the 13-damage Unremovable penalty is extremely risky
- Ancient Vakuu's blessing "Sere Talon": grants 2 random curses and 3 wishes. Bad Luck is in the pool, and drawing an Unremovable curse here can be fatal
- May appear in the Unremovable slot of random curse effects
Counterplay and Play Pattern
- Deck removal is impossible. The only real counter is not accepting it in the first place. Always weigh the Bad Luck risk before choosing Reflections
- Thicken your deck: adding more cards lowers your odds of drawing Bad Luck. With 30+ cards, draws become noticeably rarer
- Draw management: build toward emptying your hand every turn. A low-cost deck finds it easier to keep hands empty
- Avoid Runic Pyramid: carrying your hand forward combines catastrophically with Bad Luck, which can camp in your hand taking 13 damage each turn
- Blue Candle: it's Unremovable so it won't Exhaust, but you can still spend 1 HP to clear it from hand, trading 13 damage for 1
- Omamori: negates 2 curses. Having it before taking Bad Luck fully prevents it
Good Synergies
- Blue Candle: Unremovable blocks the Exhaust, but 1 HP is a bargain compared to 13 damage - an acceptable outcome
- Fire Breathing (Ironclad): small damage each time you draw Bad Luck - at least you reclaim something
- Darkstone Periapt: +6 Max HP on curse acquisition. A buffer for when refusing is not an option
- Low-cost deck building: decks that consistently empty their hand avoid the trigger more reliably
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