Continuing on the previous article, let's analyze the hidden logic behind this deck’s auxiliary cards and runes!
As you remember, the "Stab" card were used as the main source for dealing damage. Therefore, the whole deck was built around it, and, naturally, around enhancing its "Combo" effect (+1 damage this turn to all Combo cards for using a Combo card).
Let us check other Combo cards first!
- Falcon Drop — adds 6 points to the Combo stack needed for the Stab cards. It also has Retain effect, allowing this card to stay in hand till the right time comes.
- Hardened. The card adds 5 points to Combo, while its Innate feature ensures that the card appears in hand at the start of each combat.
- Catalyst — apart from dealing instant damage, Stabs now apply additional delayed damage from Poison. After several rounds, the damage caused by Poison will be double of the Stabs.

Above are cards that can directly increase damage dealt by Stab cards.
What about cards that could be boosted by playing Stab cards?
"Stab" cards feature: 0 cost, large amount, damage increase through Combo effect. So, it affects cards that apply damage/effects based on the number of cards played this turn:
- Throat Lock — each time a card is played, additional 8 points are added to the Poison stack.
- Execution — deal 10 points damage for every Attack card played this turn.

They both have their timing tactics. Throat Lock suits best for the beginning of the turn when your hand is not yet formed, and gives a DoT boost to your strategy. Execution, on the other hand, shows better performance when it is played later. This card has more strict conditions than the first one, BUT it can use Strength bonus. Plus, it works well together with Keely’s Initial Talent Demon Hand — additional 4 damage points each time an enemy receives unblocked damage.
However, both cards have the same setback — they don’t have Retain effect, causing them to be somewhat “situational”.
The rest of the auxiliary cards in this deck use similar logic.
Next, let's talk about the choice of Runes!
- Dispel Rune — This player uses it at its fullest. We've heard some players complaining about certain enemy’s buffs being too powerful. Yet, they tend to ignore ways to dispel these buffs. So, here we are, and I will say it one more time: Dispel Rune deals no damage, BUT its functionality is AWESOME!
- Transmute Rune — it works best when attached to Backflow, which makes a huge deck more flexible. Transmute Rune allows you to take a card from the Exhaust pile, and Backflow — take one card from the Discard pile.
- Healing Rune — it is also a relatively powerful card. The game’s healing resources are very scarce, so this stable HP recovery card is just like a guarding angel.

If you have any questions, or would like to discuss more about strategies, feel free to join our Discord server!
