
自助指南
共通Act1Act3Choices
"Read the back cover"
- Select 1 Attack and enchant it with Sharp 2
- Sharp 2 effect: that Attack's damage is +2
"Read a random page"
- Select 1 Skill and enchant it with Nimble 2
- Nimble 2 effect: that Skill's Block is +2
"Read it cover to cover"
- Select 1 Power and enchant it with Swift 2
- Swift 2 effect: that Power costs 1 less
"Burn it"
- Select 1 card to remove
"Leave"
- Nothing happens
Recommended Choice
Enchantments trigger every time you play the target card, so the more often you play it, the more return you get.
Sharp 2 adds +2 damage to an Attack. Attached to a main Attack you play every turn, the damage adds up significantly across the run. On multi-hit Attacks, the +2 applies per hit, which is even more efficient.
Nimble 2 adds +2 Block to a Skill. Put it on your main defense Skill that you play every turn and your per-turn Block climbs steadily.
Swift 2 reduces a Power's cost by 1. Powers are usually played only once, but cost reduction significantly reduces the tempo loss on your setup turn. The benefit is especially large on Powers that cost 2 or more.
If there is no good target to enchant, "Burn it" for card removal is the correct call. Deck compression is always valuable.
Strategy
- Pick your enchant target based on "how many times per battle do I play this card". A Sharp 2 on a card you play 5 times per battle effectively adds +10 damage
- 0-cost Attacks or Skills can be played every turn they show up, so they are excellent enchant targets. Prioritize low-cost, high-cycling cards
- If Swift 2 brings a Power to 0 cost, the setup barrier drops dramatically. Putting it on a 1-cost Power to make it 0 cost is the most efficient usage
- In the early part of Act 1 when your deck is still unformed, rather than agonizing over enchant targets, "Burn it" to remove a Strike or Defend usually improves the deck's overall quality more
- This event appears in all Acts, so the optimal choice differs between an Act 1 appearance and an Act 3 appearance. Later in the run your core cards are locked in, so enchantments become more valuable
- "Leave" gives you nothing, so it is rarely correct. Either the enchantment or the card removal should benefit you
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