Decks

**Decks** are accumulated over the course of the game and include countless spells that you can use in order to defeat your foes. Spells are constantly rotated into your active slots out of your deck. At any time you can shuffle your deck, rather than expending your precious mana reserves.

## Mechanics

For every 5 spells you have in your deck, you gain 0.1 Mana Regen. This bonus is capped at 0.3 Mana regen, or 15 spells.

## Kunai Deck

0
KUNAI

Throw a knife up to 4 tiles away. Consume.

30

 Slashfik

The Kunai deck is a straightforward, but powerful build that can get you through every type of run, without relying on luck at all, as it's very consistent, and doesn't need a lot of cards to work fine. As soon as you have Collect Ring, you're virtually good to go. The other spells and artifacts are just bonuses.

### Strategy and Synergy

All the strategy revolves around adding as many Kunai as you can into your deck, and releasing lots of them on your foes when you feel the time is right. For that, you will need 3 to 4 of the spells that generate Kunai, the most important one being Collect Ring. As you'll run through your deck, at some point you'll come across Collect Ring. Do not cast it, keep it in your hand until every other spell has been used. And while you play your cards, your deck will be filled with Kunai. When your deck only contains Kunai and Collect Ring, that's the moment you'll tear your enemies to bits. It's really not uncommon to finish bosses that are around 1kHP just by spamming your Kunai into their face.

As you're basically spamming "low" damage spells (not that low in fact, but still, you're spamming), one thing that synergizes well with this deck is Spell Power. It's really worth considering going into Convergence, mainly to get Focus. The other thing that works great with Spell Power is Minnie Gun, obviously. So looking for it might be a good idea, too.

Aside from that, if you're going for a Genocide run, you might have trouble dealing with your HP, not being able to regenerate by sparing bosses. In these kind of runs, adding some Miseri healing spells helps a lot.
And if you got the awesome Shadow Toxin artifact, adding some Poison cards could be nice.

So the general strategy I recommend is :

1. Double focus on Slashfik until you get at least Collect Ring, and most of the time you'll get Doubletake and Swipe before, you should take them both.
2. Focus on Convergence and Hexawan to get Focus and Minnie Gun, which are both Common spells.
3. If you're on Genocide, go for some Miseri healing spells like Leech or Devour.
4. You can either go back to Slashfik to look for Scavenge which is a fine addition, or go get your favorite staple spells, but don't add too much of them. You don't want to have to your Kunai lost in at the end of a 30 cards deck.

For the Artifacts, almost every Kunai centered artifact is good, except for Grip Tape if you don't have Chalice. The ones to aim for are those that trigger on Consume as you're consuming every Kunai you throw. The ones that trigger on shuffling might sound like a good idea, but it's not that efficient, as you'll be shuffling less and less as long as the run go on. And of course, Shadow Toxin and Ninjutsu are just awesome. Take these.

### Spells

#### Core build

 Doubletake Now this one is better. It simply gives you 2 Kunai. Getting a Doublecast upgrade on it is always nice.

#### Good synergy

 Ambient BurstThis spell works really well in extended fights. Make sure to get T (Strafe) as an upgrade on it because otherwise you will be anchored in place for a very long time and might take huge unnecessary amounts of damage. Works really well with Spell Power too.

#### Finishing touch

 Sunshine Another broken spell that scales insanely well with Spell Power. Fair warning though : if you play this one, you'll never get to your Kunai in monster fights, they'll die with this spell.

### Artifacts

First of all, there isn't any mandatory Artifact needed for this deck to work. BUT, some of them might break the game.

#### Broken ones

 Shadow Toxin The Poison on your Kunai really gives a lot of bonus damage. Add some good Poison spells with that, and you'll destroy everything.

#### Decent ones

 Acupuncture Makes every Kunai deal 45 damage after the first hit. If you have Acupuncture, Kunai can also proc Power Shard for another 10 damage per hit.

## Jam Deck

2
JAM

Does nothing. Anchor. Consume.
We got a real jam goin' down
0

 Doublelift

A deck focused mostly into adding as much Jam in your main deck for the purpose of powering up Jam Slam and Jam Cannon. Not that easy to pick up at first, this setup becomes doable late game after attaining either Jam Slam or Jam Cannon. While not beginner-friendly, it is pretty powerful at the late-game, once you manage to pick up the right spells and artifact combos.

When there are only Jam left in the deck, Shuffle to take back your main trigger cards (Jam Slam/Jam Cannon).

### Strategy and Synergy

The main focus of this deck is to obtain as much Jam as possible while having a Jam Cannon or Jam Slam in your main spell slot. The Jams may be used as an ammo source for those spells. If lucky enough, you can finish off your targets before reaching the "bottom" of the deck, i.e. when only Jam remains. For this to work, it is mandatory to get Jam Slam and/or Jam Cannon. Without either of those two spells, this deck will not work out. Ambient Burst and Deck Slam can complement the deck to some extent, acting as second copies of Jam Slam and Jam Cannon respectively.

Manafire Gunner is a good Jam Deck user for several reasons - he starts with Innervate, and his low Mana Regen means he appreciates 0-cost spells like Skewer, but his M4 Manafire also means that he can build a lot of Mana at once, allowing you to efficiently clear your Deck of Jam spells every once in a while. Both Violette starting kits also have the situational Mana Regen to easily handle a Jam Deck.

Set both focuses to Doublelift as soon as possible.

### Spells

#### Core Build

 Jam Shield Generates 50 Shield and 1 Jam for 0 Mana. It might be worth shifting one focus to Phalanx to help you find this spell.

#### Good Synergy

 Sword Row Entangle Root effects are also viable to set up for your big attacks.

### Finishing Touch

 Overload Overload trivializes burning through Jams at the bottom of your deck, and you can also raise your Max Mana with Innervate, making this spell's cost more feasible.

### Artifacts

 Duel Disk Duel Disk can be useful or dangerous to pick. The instant Shuffle time is a massive bonus while also adding Jams, but through the battle the Jam cards may block the path to Jam Slam and Jam Cannon, forcing the player to cast them. The player would be forced to cast the Jams anyway since Duel Disk prevents manual Shuffling. When combined with Gelatin, Blueberry Jam and Chalice, this artifact becomes purely beneficial, if not game-breaking.

## Poison Deck

0
DETOX

Dmg everyone for double their Poison, remove their poison.
Maple syrup, lemon juice, cayenne pepper and water
0

 Miseri

A deck with emphasis on dodging and letting the Poison stacks do the work. Since the Poison ignores Shield, enemies with several artifacts or at later tier will become easy to manage, provided you get the right spells and artifacts combos. Detox can be used as a "Trigger", to detonate the poison stacks, which commonly reaches 200+ stacks in a pinch. This is a strong deck to use with Violette, in either of her kits.

Take note that this deck is a kind of a pain & gain one - while you will be dishing out damage over a long period of time, sometimes you also have to tank a few shots, especially if there is no room to move around. For this reason, later on, consider picking up some defensive cards from Phalanx.

### Strategy and Synergy

Try to always apply at least a few poison stacks on your targets, it will be the poison that will do the damage for you, while the poison does their works focus on dodging enemies projectiles and avoid getting hit. If possible keep some Shield up (Violette's starting kit, Doubletime, allow you to recover 60 Shield easily) and don't stop moving, unless if necessary. Once you're satisfied with the poison stacks, quickly cast Detox to detonate their poison and deal ridiculously large amounts of damage. Takes a little bit of practice to play it well and requires keen reflexes and fast thinking, using Doubletime Violette is recommended for a safe playthrough, while Aria Violette can take a more risky approach thanks to her Fermata, allowing a high-risk, high-reward playstyle for experienced players.

When starting up, do the following as soon as possible:

* Set both focuses to Miseri first to attain the few poison spells.
* When you have enough poison spells, shift both focuses to Phalanx to get some defensive spells instead.
* Do not fill your deck with too many unnecessary cards, a source of healing and shield cards such as Forte, Shields Up and Counter Strike may suffice.
* Later on, you can re-shift your focus towards Slashfik to get a Kunai-engine to use against a boss for some damage before the poison kick in. Again, do not fill up with too many cards, a Collect Ring and Swipe suffice.

### Spells

#### Core Build

 Sludge Bomb Sludge Bomb is a strong spell that can build Poison stacks really fast. The high mana cost pays off when fighting stationary enemies, to rescue hostages in some scenarios. Is fired forward 4 tiles and follows the player's movement, so you can use to "Carpet Bomb" the enemy field, guaranting at least one hit.

#### Good Synergy

 Rest Rest in a safe position to recover a bit of your HP. In zones where the enemy can't reach you, use it for a free heal without a hassle. Try to cast Rest as much as possible to always keep in fit condition for boss fights.

#### Synergy (Aria Violette)

 Acid Rain Combine Acid Rain with her fermata to deal some sort of damage while you stand still. Acid rain may also be used with other characters, but there will be situations where there will be no breathing room due to the high amount of attacks to dodge.

### Artifacts

There are some artifacts that complements this deck nicely.

 Glass Cannon Worthwhile to bring with Doubletime Violette since she has many interactions with Fragile stacks and the increase in spell power comes nicely.

## Flame Deck

0
EMBER

Create a Flame 4 tiles away.
A snap of the fingers.
10

 Anima

A kind of strange and awkward deck at first, but becomes priceless in the late game. One of the main emphases of this deck is to fill the enemy field with Flame. Since Flame damage no longer ignores Defense, it can be weaker at higher Hell Passes without Thermite.

Pyro Terra starts with Combust, Citrine, and Terraflare, which provide an excellent foundation for a Flame deck.

### Strategy and Synergy

This deck has a hybrid between direct damage from the spells themselves and the Flames created by them, which will passively deal damage over time. Due to the aforementioned effect on Defense, in Hell Pass or in late levels some enemies have high defense and the Flames can have difficulty with them. Bosses also possess some defense, and as such, the Flames will be weaker against them. (aside from Selicy or Shiso, since they are highly mobile and invade the player's field quite often).

The main problems are the relatively low damage and the risk of friendly fire that this deck poses, but if you can work around these flaws, you can pull out incredible payoffs.

When starting up, do the set-up:

* Set both focuses to Anima, since Flame spells belong almost exclusively to this brand.
* Taking Chest Zones can be useful, especially if several of those zones are present on the path.
* The F (Flame) upgrade can make some non-flame spells synergize with most artifacts of this deck and improve the Flame chance of the main spells.

### Spells

#### Core Build

 Brushfire Cast it to spread your flames and proc various effects from artifacts and to create combos with other spells.

#### Good Synergy

 Any other Flame spells such as Carpet Bomb, Firestorm, Wildfire, Ring Of Fire and Flamberge.

### Artifacts

There are some artifacts that complements this deck nicely.

 Thorn Thorn synergizes well with Molten Core, since you can easily rebuild the shield lost by applying more flames on the opposing field, and the 4 Spell Power will greatly improve this deck offensive potential.

## Flow Deck

2
EARTH PRAYER

On Flow, restore 4 Mana. Gain 4 Flow.

0

 Hearth

Flow decks focus on casting spells to gain Flow, and Flow Casting spells to gain powerful effects.

### Strategy and Synergy

Flow decks have access to some incredibly powerful effects if you keep your deck streamlined. They have cheap damage spells like Tremor and Fracture that lead into stronger attacks like Rock Tomb, in-archetype Mana and Shield generation, and eventually an infinite supply of Eternity Cannons, if you happen to find the spell for it.

Not only does a Flow deck need spells that can be Flow Cast, but it wants to avoid too many spells that don't use or generate Flow, because they'll waste your Flow stacks. This means that you want to keep your deck relatively small, and your ability to mix Flow with other archetypes depends on having certain artifacts. (Except under special circumstances, you should probably avoid Kunai and Jam effects altogether, for example, as these will quickly waste your Flow stacks.) You have some room for a handful of strong spells you happen to find, but don't bloat your deck, either.

In general, focus Hearth, dabble in Kinesys, and then transition into Glimmer if you want to gun for Eternity Cannon.

### Spells

#### Core build

 Barrier Provides a decent 30 shield by itself, in addition to scaling quickly with flow. It is also a great candidate for D (Double) upgrades.

#### Good synergy

 Rock Cycle Deals 60 damage and returns to your deck when Flow Cast. This is deceptively good - after you've cast it, it becomes the last card in your deck, so when you only have one card left, you can cast it repeatedly for as long as you have Mana and Flow, like with Kunai, but it also won't fill up your deck when you shuffle.
 Tsunami Undertow Fairly strong Kinesys spells, worth running in any deck, that also generate Flow when you use them. You can also use them to corral enemies into Waterfall.

#### Finishing touch

 Holy Ground Not essential to the deck, but you should still take it if it drops. Its 4-mana cost is a little expensive, but by the time you can find this spell, it shouldn't be much of an issue. It also doesn't Consume, which is nice to have on a Calamity spell.

### Artifacts

 Water Wheel Despite this artifact's wording, you're actually gaining a *net* 1 Flow, meaning 2 Flow total. This means that when combined with something like Viruspell or Collect Ring, you'll end up gaining massive amounts of Flow. (It also procs on Earthen Armor, giving you 3 Flow total.)

## Building Spam Deck

HEX BADGE
Gain 40 Shield when you Summon something.

The Building spam Deck works best with Build Hazel, since you can get Hex Badge, which makes building spam at least double as strong. It focuses on, what a suprise, on spamming out as many Structures and camping out behind the Structures until eventually the shots from Blast Crystals, Beam Crystals or other Structures kill the Enemies.

### Strategy and Synergy

The whole strategy is to camp behind your Turrets or other Structures until the Enemies eventually die. There are no Keycards when playing as Build Hazel, just pick up every Spell that says Summon, even ones that may not seem fitting, like Blade Bay, since they all trigger Hex Badge, giving you extra protection. Not playing as Build Hazel isn't recommended, since the player gains a lot of Shield through Hex Badge. This makes Deckbuilding also a lot worse, since you need to watch out that your Deck isn't too expensive.

The general strategy is basically:
- Start with focusing Hexawan since there are most of the structure related spells and Phalanx fo extra protection.
- Pick up every Summon related spell and close Range spells.

There isn't any Synergy with artifacts besides Hex Badge. The artifacts that are always good help, but aren't necessary.

Especially as Hazel, you should see this deck rather as a Engine than a whole deck. Adding spells or other strategies into this deck works sometimes, but not always.

### Spells

#### Core Build

 Phalanx As many defensive spells as possible. They work well with a campy playstyle.

#### Other helpful Spells

 Minefield Sweeper Anubis Any spell that only affects the enemy and doesn't need to fire shots.

### Artifacts

 Multitool Gives your Structures Spell Power, boosting the damage of spells like Gun Turret.

## Trinity Deck

0
TRI FORCE

Gain 1 Trinity. If Trinity is full, gain 3 Spell Power.

0

 Convergence

Trinity decks use the Trinity mechanic to give their spells bonus effects.

### Strategy and Synergy

Unlike a Flow deck, Trinity decks don't need to be almost exclusively Trinity spells to function. You keep your Trinity stacks until you use them, so even one Trinity card will eventually get its Trinity Effect. This means Trinity mixes well with other strategies.

Doubletime Violette is one of the best Trinity users, since she starts with Mana Steal, and her weapon can fill her Trinity stacks at will. Chrono Saffron is also excellent, since she starts with a Minnie Gun and her Wristwatch can help you line up Trinity casts. Build Hazel also starts with a Minnie Gun and appreciates Spell Power, so mixing Trinity into her deck is a good option.

Double focus Convergence, and once you have some of your starter spells, switch your secondary focus to Doublelift.

### Spells

#### Core build

 Meditate Refill 2 Mana and gain 1 Trinity, if you can afford to stand still for half a second. Pairs very nicely with Tri Shot and Mana Steal, since they have high costs and Trinity effects.

#### Good synergy

 Time Slow Sword Row Root and Chrono effects will help you land your strongest spells. You'll probably run into Boomerang while focusing Convergence, but its high cost can be bothersome.

### Artifacts

 Power Shard Tri Rag, Mana Steal, and *especially* Tri Shot all just so happen to hit multiple times for 40 or more damage.

## Frost Deck

1
COLD SNAP

Apply Frost to all enemies.
Is it just me or is it cold in here?
0

 Anima

Frost is less a strategy on its own and more of a mechanic that can be mixed into other decks. It's consistent, its spells are easy to land, and it can make enemies much easier to deal with, but it lacks damage output, and needs something else to supplement it.

### Strategy and Synergy

On its own, Frost provides consistent, low-effort, lackluster damage. Spells like Cold Snap, Frost Barrage, and so on are easy to land, but they really shine in combination with Choco Mint Chip, and to a lesser extent, Snow Boots. These turn Frost into an effective support strategy that can be mixed into almost any deck - even Flow decks, to an extent.

Snow Selicy is the exception to this - her Snowpiercer can be used to efficiently turn Frost stacks into damage. Anyone else probably shouldn't be running a pure Frost deck.

Focus Anima and keep an eye on the stores.

### Spells

#### Core build

 Cold Medicine Applies multiple Frost stacks and costs nothing to use. The heal is negligible, especially because the Frost stacks will deal damage anyway.

#### Good synergy

 Solar Charge Infinity Beam You can also just add some high-power spells for consistent damage. Glimmer is a good brand for this.

### Artifacts

 Cold Pressed Juice Provides passive healing with no downsides just by playing the deck normally. A must-pick.

## Viruspell Deck

0
VIRUSPELL

Fire a shot and duplicate this spell. Anchor.
I've got speeells, they're multiplyin.
20

 Doublelift

Viruspell is unusual, in that the entire deck hinges on you getting an Epic-rarity spell. It's less something you start a run planning on using, and more something you might pick up and reshape your deck around if you come across it.

### Strategy and Synergy

The smaller your deck is, the more worthwhile Viruspell will be. It's not like Collect Ring, where you can play your deck normally and have it as a contingency - you need to cycle through your deck and cast Viruspell as many times as possible, or else it's only going to contribute a couple of underwhelming 20-damage shots.

With that in mind, your priority should be removing expensive spells from your deck to speed it up as much as possible. Head for shops as often as you can, to keep picking up Upgrades and Removals. Doublelift, Miseri, and Phalanx are all decent options for your focus.

If you want to actively search for Viruspell, try increasing your Luck.

### Spells

#### Good synergy

 Time Slow Cheap, spammable, and helps you rack up damage.

### Artifacts

 Water Wheel Viruspell procs Water Wheel, which can be combined with Barrier to generate massive amounts of Shield.

## Spell Power Deck

MERIT BADGE
Permanently gain 1 Spell Power when you save a Hostage.
Scout's honor

A Spell Power deck uses effects that build up large amounts of Spell Power, and multi-hit spells that can abuse it.

### Strategy and Synergy

The central part of most Spell Power decks is Merit Badge, an epic rarity artifact that gives you permanent Spell Power every time you rescue a hostage. It isn't mandatory for the deck to work, but finding a Merit Badge early on essentially decides whether you're building a Spell Power deck.

Switch your focus between Convergence, Glimmer, Anima, and Hexawan as needed to round out your deck.

### Spells

#### Core build

 Diag Beam ZigZag Though they might not look like it, these are also multi-hit attacks. They take some practice to aim, but scale incredibly well with Spell Power.

#### Good synergy

 Pull Tractor Beam After building some Spell Power, these spells can turn into cheap, respectable sources of damage.

### Artifacts

 Thorn Uranium Risky, but powerful. Their negative effects won't matter as much if you can end the fight quickly.

## Switchbait Deck

2
SWITCHBAIT

Shot deals dmg of spell in other slot.
Doublelift -- A sleight advantage.
X

 Doublelift

A hyper-efficient deck that revolves around a single damage-dealing combo. Typically, your entire deck is just two cards.

### Strategy and Synergy

Fast, aggressive, and linear. Anyone can use this, but the best options are probably Solo Saffron, Shopkeeper, both Selicy variants, and Bullet Hell Gunner. Solo Saffron in particular is basically made for this deck.

Focus Doublelift.

### Spells

#### Core build

 Ragnarok Sera Cannon EXPLOSION! Any single spell with high base damage - the advantages of each will be covered in Good Synergy. In most cases, you won't actually be casting this spell at all - just shuffling to keep using Switchbait.

#### Good synergy

 Soul Link Cynet although only situationally useful against Bosses, Link spells are particularly devastating in this deck: possibly clearing any regular Zones by only two spell casts. Focusing Miseri right after attaining Switchbait is a reasonable choice especially for multiple Loop runs.

### Artifacts

 Mana Gem Mana Vein Blue Flame Max Mana and Mana Regen will also help speed you up.

## Beat Reva Synergy Deck

0
PINCH

Hit yourself for 1 dmg.
Wake me up inside (I can't wake up)
0

 Miseri

Beat Reva is a Reva kit that focuses on self-damage and on-hit effects.

### Strategy and Synergy

In many ways, Beat Reva is an inferior version of Shield Reva, in the sense that both start with Reflector Gem, but Beat Reva relies extensively on it and lacks Shield Reva's other tools. While this is largely true, it gives Beat Reva its own appeal as a more complicated and unorthodox variant of Reva.

The main idea of a Beat Reva Synergy Deck is using on-hit artifacts and effects that will hit yourself/your shield, alongside another source of damage. For example, if you have Panther Habit, Thornmail, and D (Double) Pinch, along with your starting artifact Flak Jacket, you will spend 1 Mana to gain 2 Mana, deal 20 damage to all enemies on screen, and fire two 20-damage shots. This will continue to scale up as you add other artifacts and self-damaging effects.

While any build can do this, Beat Reva starts with Corset, Pinch, and Flak Jacket, and can take unique advantage of them.

Because Reflector Gem is both a potent defensive tool and your only weapon, you're going to be making constant use of it. Wading into enemy attacks to attempt to reflect them means you'll also want to build Shield, to give yourself some insurance and allow you to use self-damaging effects with impunity.

Focus Miseri and Phalanx.

### Spells

#### Core build

 Revenge Because you're already going to be building up a lot of shield, and occasionally walking into enemy attacks, the main downside of Revenge - needing to take damage for it to work - is entirely eliminated. It's also good damage for a low cost, which Beat Reva sorely needs.

#### Good synergy

 Iron Will You might come across this while focusing Phalanx. It's free to cast and can finish off enemies, or at worst, do a net 20 damage. It also has two useful interactions with the deck you're using - Poison ignores shield, allowing you to hit for 200 damage and use Poison to finish off your enemy, and Soul Link will allow you to apply the 200 damage to a second target without giving them any shield.

### Artifacts

 Shield Battery Duct Tape Immune System Naturally, any shield-related artifacts will also be useful.

## Big Shield Deck

2
DECK SHIELD

Gain 5 Shield for each spell in your deck.

0

 Phalanx

Big Shield is a broad archetype of big decks with lots of Shield spells. Shield spells are more effective in big decks, so a large deck with many shield spells can be unpretentious but effective.

### Strategy and Synergy

Big decks have two major advantages over small decks: First, you gain bonus Mana Regen for having a big deck (up to +0.3 for a 15-spell deck). Second, you need to Shuffle less often. Since you lose 40% of your current shield when shuffling ends, Shield spells are better in a big deck than they are in a small one.

The player's goal in any encounter is to survive it while taking as little damage as possible. If you have no Shield spells, this means you can make no mistakes without suffering for them. But if you have a lot of Shield spells, you can make mistakes all over the place! As long as your shield spells can keep up with incoming damage, you're safe.

This means that Big Shield is effective both in easy encounters, where you're unlikely to take enough damage to overwhelm your shields, and long ones, including bosses. It is less effective in regular encounters with highly dangerous enemies like MonolithGun that need to be taken out quickly. It is also less effective against difficult bosses which constantly barrage the player with challenging patterns to dodge. Which bosses these are, exactly, will depend on your personal strengths and weaknesses as a player. Rest assured, though, that with enough shield spells, any attack (even Shopkeeper's infamous shard cage) can be blocked.

As with any big deck, you'll want to buy primarily Artifacts and Pacts from Shopkeeper. Upgrades are less effective, since you won't be casting the same spell over and over.

### Characters

Big Shield is a fairly generic archetype, so it fits well with most of the cast. Simply take spells that mesh well with your character's other strengths as well as shield spells. It is most effective with weapons that can serve as your primary way to deal damage. Gunner (Bullethell) and Shiso (Execute) can just shoot enemies with their guns and fill up their deck with support and shield spells.

Big Shield is least effective on Selicy (Invade), who begins with the disturbingly strong Crossfire and wants to cast it as often as possible.

### Other Archetypes

A Big Shield deck won't be very focused. That's the nature of the deck. This means that "payoff" spells, like Venoshock, Waterfall, and Combust, tend to be bad. However, it is still fine to develop another synergy if it arises; it can make sense to focus Anima and take lots of fire spells if you luck into Citrine early, for example.

Despite what your intuition may suggest, it is viable to mix Flow with a Big Shield deck. The big scaling Flow spells like Rock Cycle won't wind up being very good, but you should still be able to Flow Cast spells like Tremor most of the time. If you pick up a spell like Earthen Armor or Coldstone early, feel free to lean in and focus Hearth.

You should prioritize shield spells, but any decent spell can go into your deck. You should not skip taking a spell if something at least as good as Thunder or Hired Gun is available.

For most of the game, you'll want to be focusing Phalanx in at least one of your focus slots. In theory, if you have most of the good Phalanx spells you might as well focus something else, but in practice there are so many of them that this won't happen. Double-focusing Phalanx can be even more effective, but it's unwise at the beginning of the game if your character doesn't start with good damage spells as well. And, to be blunt, it can be boring to play (even if it's very strong).

In general, spells with Consume or Backfire and spells which become weaker after every cast are better than average in a Big Shield deck. For example, Spell Shield is an almost instant pick, and the O (Overload) upgrade, which doubles damage but gives a spell Consume, makes almost any spell fantastic. In contrast, spells like Energizer or Viruspell are less effective than they are in other types of decks, since you won't have the chance to cast them enough times for them to really shine.

### Spells

 Knife Forte Spells that consume aren't a problem, since you aren't relying on seeing any particular spell over and over.

### Artifacts

 Golden Cat Cobra Care You won't be passing up many spells, so these will generate a lot of value, especially if you find them early on.

## Money Deck

2
SERA CANNON

Shot deals dmg equal to your current Money.
Serason
X

 Convergence

This is one of the most simple decks to build. In my opinion, it's by far the strongest if you can find Sera Cannon.

This can only be used with Shiso's default loadout.

### Strategy

The strategy is incredibly simple. Remove Align from your deck after the first battle, and set focus to Convergence so you can find Sera Cannon.

Then simply focus on getting enemies low enough to kill them with your weapon. If they are hard to hit try to root them, and finish them off with your weapon.

Once you reach around ~1000 Money, you should be able to one-shot virtually any enemy with your weapon. After this point you start to snowball incredibly hard.

Prioritize any artifact that gives you Money, or Luck (which will increase your chance of finding Sera Cannon.

This build is extremely effective at completing a True Genocide run, as killing bosses gives you both Money, and a higher chance to find Sera Cannon in the rewards.

Don't fight the Shopkeeper until the final stage, when you have enough Money to reliably kill her. If you do happen to visit the shop, don't spend any money unless you need Removals or Upgraders to complete the build.

Unfortunately, this is a bit of an Exodia deck, as if you aren't able to find Sera Cannon, your only source of damage will be your weapon. Your weapon does enough damage to let you make it through the game without picking up any spells while you look for Sera Cannon, but the Shopkeeper and final boss will be very difficult to beat without Sera Cannon.

### Spells

The build requires that you have Sera Cannon, and a single other root spell in your deck. The Root is purely so you can ensure you are able to hit shots with your weapon, and Sera Cannon. Ideally you would find a root spell that doesn't require RNG to hit.

Gather 3 Removals so you can remove the rest of the starting Spells once you have enough Money to reliably kill any enemy in one shot. The final deck is only 2 cards, Sera Cannon, and any Root spell. Looking for R (Fragile) on either Sera Cannon, or your root spells, will increase your damage by 1-2k.

With only two spells in your deck, you can repeatedly root a boss, and then do a massive amount of damage to it with Sera Cannon.

 Swords of Light A better version of Claw Traps. It's the same principle, but more swords is a lower chance the enemy won't be hit by them.

### Artifacts

Artifacts aren't at all necessary. Any helpful ones involve increasing Money or Luck, or adding Fragile to enemies.

 Magnifying Glass A very strong artifact that effectively increases your damage by around 500 per shot.

## Kinesys Combo Deck

1
SPIKE STRIP

Throw spikes on all tiles in front that lasts 20 seconds.

30

 Kinesys

A deck that relies on using Relocation to repeatedly hit enemies with cards like Spike Strip.

### Strategy and Synergy

Kinesys Combo decks are reliant on positioning and a few specific damage cards to work. Because cards like Caltrops and Spike Strip do not disappear on hit, forced movement effects like Air Slash, Pull, and Wobble will quickly rack up extra damage and on-hit effects, and because pushing an enemy will briefly keep them in one place, they can chain into each other. It's not a particularly powerful deck, but it's fun to use and its combos are visually impressive.

Note this deck needs to be about 15 cards or less, or it will stop functioning well. You need to have constant access to push effects, pull effects, and spike cards, but there are a limited number of pull effects and spike cards in particular, so too many extra cards will start to dilute your deck until your combo stops working reliably.

Break Terra starts with two forced movement cards in the form of Flurry and Poison Tails, so you only need a spike card to get started. If you get the right cards for it, use your Remove to get rid of Entangle.

Double focus Kinesys, and briefly add Hexawan once your combo is assembled.

### Spells

#### Core build

 Pull A 0-cost pull that can easily net you 90 extra damage, and pulls enemies back into range of your close-range spells. Look for T (Strafe).

#### Good synergy

 Flurry and Tractor Beam are also honorable mentions. Kinetic Wave and Poison Tails are usable, but other cards do their jobs better.

#### Finishing touch

 Sunshine If you builtSpell Power, Sunshine will help you clear out hectic rooms full of high-tier enemies, letting you focus on comboing down one or two of them.

### Artifacts

 Pet Puppy As long as you can keep it alive, it will add on a ton of damage, and because pushing an enemy forces them to stay in their row for a moment, it's easy to get the extra hits to connect. It might pull your enemies while you're using a push spell, making it a little harder to control their position, but it doesn't particularly matter which way they're moving, as long as they're hitting more spikes.