Cursed Captain

**1 Curse:** At start of battle, heal 3.

**3 Curses:** Reload 1 whenever a Curse is discarded or removed.

**5 Curses:** Draw a card whenever a Curse is discarded or removed.

**7 Curses:** At end of turn, if you did not use an Attack card this turn, deal 5 damage to all enemies per Curse in your hand.

**9 Curses:** Upgrade all Skill cards at start of battle.

## Stats

### Coins

100

The Cursed Captain is one of the sixteen playable heroes in Pirates Outlaws. Contrary to what the stat indicates, Cursed Captain has a max HP of 65, then reduced to 51 by the two curse cards in default deck.

## Strategies

The playstyle is strange and you will end up with several "dead" cards (curses) in your hand regularly, but it is worth it. Played right and with a bit of loot luck, the curse captain is one of the strongest heros.

Don't try to reduce the curse count in your deck.(Except some too powerful Curses, see section Curses that should be avoided) Curses might look scary at first, but a Curse Captain without curses is extremely weak. Cards like **Cleansing Fire** that removes Curses during battle must also be used with caution.

### Survival

First of all, you heal yourself every encounter for 3. That is nice in the long run. In the late game, **Cursed by Nature** are very good armor cards, with enough curses in deck, Curse Captain is likely the first Hero that will make you realize you can't get more armor than your max HP. But there are two problems: First, some enemies just remove all of your armor. Second, in the early game the captain will lose life fast, especially if you pick some curses with life loss. Try to have some skills like banana that can regenerate. Good advice is, to enhance his survivability by some cards that give you dodge (**Accelerate, Snow boots** etc.) or weaken the enemy.

### What Curses and how many should I use

You want 7 curses in your deck. Because this number will activate your passive and let discarded curses damage for 5. You can go over 7 to boost your attacks and defenses further but you have to have nice card draw then (**Dice**, **Gamble**, a copy of **Clipping**) to remove dead hands.

Always pick do-nothing-curses like **Handcuffs**. Also, **Repression** is nice because you will not use attack cards regularly. Also **Bind** is perfect, because you yourself are not affected by weakened (skill damage ignore modifiers like that). So **Untapped Potential** (gives you 2 weaken) is really nice here.

Cards that add curses to your deck are amazing(like **Fall into Water** or Shovel Blow). Pick at least one for your deck! But the best card might be **Mirror Image**. Pick them always! This can copy your Clipping or a Bringer of Calamity to better the curse/card ratio of your deck or if you can copy a curse. Cards like **Cleansing Fire** might weaken you, but are useful when the amount of curses gets out of hand or when you got some particularly nasty Curses.

### Resilience to Interference

Many decks that emphasize powerful combinations breaks up easily once given a few Curses, but to Curse Captain, the more Curses the merrier. Having little/no Attack cards can also allow you to ignore Counter Strikes, Weakened, Cold, Attack-related Curses, Spikey armor, Specter's soul form, to name a few. This advantage is even stronger in Arena where you will face all these types of enemies. Curse Captain is more prone to enemies that decreases max HP, since it decrease your max armor at the same time.

### Other cards

Try to restrict the amount of attacks (melee and ranged) in your deck to 1(a **Shovel Blow**, or even better, a **Draining Shot** ), or 0 if you already have **Fall into Water**. This is because Attacks are unlikely to be more powerful than **Bringer of Calamity** and they will interfere with your 7 curse skill. Anything that is related to Rage/ Critical/ + Attack Damage can also be eliminated at the same time, allowing for a much more compact deck. Armor cards are also mostly rendered obsolete, compared to the **Cursed by Nature**.

You can add some very ammo-costly skills because discarding curses is essentially ammo gain. But always pick **Bookmark**, **Salvage** (draw 2, discard 1), **Focus** (tutors a skill card out of your deck), and **Excavate** (tutors a card from discard). Upgrade the latter 2 to have them permanently in your deck.

### Relics

**Dice** is your best option because they can even out your drawing luck and discarding a curse will trigger an ammo gain. The **Belt** is nice to store some of the massive ammo gain, but not very necessary if you go for all-skill deck. Nice to have is **Tentacle**, which heals you for curses in hand and will counter nasty injuries that circumvent your armor. The **Axe** can deal significant damage once you have enough Clipping, Bookmark, Salvage etc. to draw extra cards.

### Curses that should be avoided

But you don't want every curse out there! Some are much too painful as listed below:

Horrible cards you should never pick (If you have them, remove ASAP):

* Deserter (-1 max ammo)
* Plague (loses all ammo)
* Poisoned (lose 3 HP per extra-draw)
* Downgrade (removes an upgrade from a card).
* Execution
* Betray
* Drown

Risky cards:

* Delayed Mark is too risky because Mark will let your opponents crit.
* Frost Seal

### Packages to use

Pinata works very well with him, which can turn all the negative conditions into positive ones.

## Gallery

Cursed Captain In-game

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