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The Watcher

Advanced (highest skill ceiling)

A blind ascetic who shifts between combat Stances for devastating effects. Wrath doubles damage dealt AND taken. Calm gives 2 energy on exit. Divinity triples damage and gives 3 energy.

HP72
Starting RelicPure Water
Relic EffectAdd a Miracle to your hand at the start of combat. (Miracle: 0-cost, gain 1 Energy, Exhaust, Retain.)

📦 Starting Deck

Strike x4Defend x4EruptionVigilance

✅ Strengths

  • +Highest burst damage potential (Wrath/Divinity)
  • +Free energy from Calm exits
  • +Vault gives an extra turn
  • +Mental Fortress + Stance cycling = infinite scaling

⚠️ Weaknesses

  • Wrath doubles damage TAKEN — very risky
  • 72 HP is fragile
  • Requires careful turn planning
  • Ending in Wrath by mistake can be instantly fatal

💡 General Strategy

Watcher is the strongest character but also the most punishing. Ending turns in Wrath without enough Block can kill you instantly — double damage received is brutal. Always have an exit plan from Wrath. Talk to the Hand is secretly one of the best cards. Vault (extra turn) is game-winning.

🎯 Build Archetypes

Wrath Cycling

Enter Wrath for double damage, exit before enemy attacks. Mental Fortress gives Block on every Stance change. Rushdown draws on Wrath entry.

Mantra/Divinity

Accumulate 10 Mantra to enter Divinity (3x damage, +3 energy). Devotion generates Mantra passively. Blasphemy enters Divinity immediately.

Retain

Hold cards between turns for perfect timing. Establishment reduces Retained card costs. Windmill Strike grows while retained.

Scry

Scry lets you see and discard upcoming cards. Nirvana gains Block from Scry. Cut Through Fate is the core card.

📇 Card Tier List (65 cards)

S Tier (4 cards)

A Tier (22 cards)

B Tier (28 cards)

Vigilance 2⚡ skill

Gain 8 Block. Enter Calm.

Consecrate 0⚡ attack

Deal 5 damage to ALL.

Crush Joints 1⚡ attack

Deal 8 damage. If last card was Skill, apply 1 Vulnerable.

Empty Body 1⚡ skill

Gain 7 Block. Exit Stance.

Empty Fist 1⚡ attack

Deal 9 damage. Exit Stance.

Flying Sleeves 1⚡ attack

Deal 4 damage twice. Retain.

Follow Up 1⚡ attack

Deal 7 damage. If last card was Attack, gain 1 Energy.

Halt 0⚡ skill

Gain 3 Block. If in Wrath, gain 9 more.

Just Lucky 0⚡ attack

Scry 1. Gain 2 Block. Deal 3 damage.

Prostrate 0⚡ skill

Gain 2 Mantra. Gain 4 Block.

Sash Whip 1⚡ attack

Deal 8 damage. If last card was Attack, apply 1 Weak.

Third Eye 1⚡ skill

Gain 7 Block. Scry 3.

Battle Hymn 1⚡ power

At start of each turn, add a Smite to hand.

Collect X⚡ skill

Put a Miracle into hand at start of next X turns.

Deceive Reality 1⚡ skill

Gain 4 Block. Add a Safety to hand.

Fasting 1⚡ power

Gain 1 Energy at start of turn. Lose 1 Strength and 1 Dexterity.

Nirvana 1⚡ power

When you Scry, gain 3 Block.

Protect 2⚡ skill

Gain 12 Block. Retain.

Reach Heaven 2⚡ attack

Deal 10 damage. Shuffle Through Violence into draw pile.

Sanctity 1⚡ skill

Gain 6 Block. If last card was Attack, draw 2.

Study 2⚡ power

At end of turn, add an Insight to draw pile.

Swivel 2⚡ skill

Gain 8 Block. Next Attack deals double.

Wave of the Hand 1⚡ skill

When you gain Block this turn, apply 1 Weak to ALL enemies.

Worship 2⚡ skill

Gain 5 Mantra. Retain.

Wreath of Flame 1⚡ skill

Next Attack deals 5 extra damage.

Lesson Learned 2⚡ attack

Deal 10 damage. If fatal, upgrade a random card in deck. Exhaust.

Master Reality 1⚡ power

When a card is created, Upgrade it.

Wish 3⚡ skill

Choose: gain 3 Plated Armor, 3 Strength, or 25 Gold. Exhaust.

C Tier (9 cards)

D Tier (2 cards)