Velvet Choker grants +1 energy in exchange for a 5-card-per-turn play limit. A perfect Ancient relic for decks that win on per-card quality rather than raw volume. Playing five 1-cost cards at 3 energy normally leaves 2 energy idle, but with 4 energy you can play two 2-cost cards plus three 0-cost, or one 3-cost plus two 1-cost — far more flexible.
Impact of the 5-Card Limit
- Standard decks play 3-4 cards per turn off a 5-hand / 3-energy. The 5-card cap often isn't tight
- Decks that chain 0-cost cards heavily (Shivs, Rampage spam, etc.) are devastated
- Once power cards are set up on early turns, you can cruise on fewer plays per turn
- Draw cards still matter — broader hand choice lets you pick the best 5 cards
When to Take
- Recommended when deck average cost is 1.5+ and 5+ plays per turn is rare
- Safe if you have 2 or fewer 0-cost cards
- Multi-power builds hit cruise mode after opening plays — the cap won't hurt
- Never take in Shiv builds or Rampage spam builds
Character Ratings
| Character |
Rating |
Comment |
| Ironclad |
A |
Few issues when focused on high-cost attacks. Great fit with Strength builds |
| Silent |
C |
Volume-based character — the 5-cap hurts badly. Shivs / knives collapse |
| Defect |
S |
After orb setup, low play counts are fine. Frost+Focus auto-defends, Lightning auto-attacks. Biggest beneficiary |
| Necrobinder |
B+ |
Minions do the work post-summon, so the cap has moderate impact. Watch sacrifice spam |
| Regent |
B |
Depends on star-spend balance. High-cost focus is fine. Forge cards are usually expensive |