
Runic Pyramid
AncientSharedルーンのピラミッド
Effect
ターン終了時、手札を捨てなくなる
Rating-
Basic Info
| Item | Detail |
|---|---|
| English Name | Runic Pyramid |
| Rarity | Ancient |
| Character | Common |
| Acquisition | Ancient relic (boss drop) |
| Overall Tier | S |
Rating
Runic Pyramid continues to sit in the top tier of Ancient relics from the previous game. Cards are no longer discarded at end of turn, letting you bank a hand and unload at the optimal moment. There's no extra Energy, but the strategic flexibility that hand management enables often outweighs the value of +1 Energy.
Key Strengths
- Flexibility to hold onto cards you need and play them on the ideal turn
- Ability to wait until combo pieces line up — shines in builds that chain 2+ cards together
- Draw cards rise in value. Bigger hands give more options and make it easier to pick each turn's optimal play
- Save unused defense cards for the next turn, making offense/defense balance much easier
Downsides to Watch
- Curse cards stay in hand. Curse-heavy decks suffer severely
- Burn or damage-on-hold cards don't leave the hand, potentially compounding damage
- A bloated hand becomes hard to manage, and play mistakes go up
- Watch Ethereal interactions. Runic Pyramid prevents Ethereal from triggering, so those cards stay in hand
Per-Character Rating
| Character | Rating | Comment |
|---|---|---|
| Ironclad | A+ | Build up Strength buffs, then unload a multi-hit finisher. Limit Break can also be banked |
| Silent | S | Assembling Poison combo pieces before detonating is the strongest fit. Good synergy with Shivs and discard builds |
| Defect | A+ | Save key Orb-generation cards for the right moment. Wait for buffers before deploying |
| Necrobinder | B+ | Good interaction with Retain-style cards. Ethereal cards clogging the hand is a risk |
| Regent | A | Bank Star cards for optimal turns. Great with Forge |
Synergies
| Card / Relic | Reason |
|---|---|
| Velvet Choker | Play 5 hand-picked cards from a banked pile. The final form of a hand-management build |
| Pocketwatch | Extra draw when playing 3 or fewer cards. Bank hand while still drawing |
| Cape Clasp | Block scales with hand size — banking more cards raises defense |
| Snecko Eye | Retain hand into next turn and re-roll the 0-cost pool. Combined, the burst is overwhelming |
| Combo-based cards | Effects requiring multi-card combos (linked, combo-style) gain major consistency |
| Retain cards | Cards with native Retain stack with Pyramid for even more stability |
| Strength buff + multi-hit | Build Strength and then blast with a multi-hit card for explosive damage |
Playstyle Tips
- In early turns prioritize Power cards, banking Attacks and Skills for later
- Carry surplus defense into the next turn so the attack turn can commit fully
- When the hand gets too full, strategically playing weak cards to reduce it is sometimes right
- Avoid Curse events at all costs. Runic Pyramid plus Curses is the worst pairing
- Adding more draw cards makes the hand balloon rapidly — stay aware
Featured Builds
| Build | Character |
|---|---|
| Strength Buff | Ironclad |
| Poison Combo | Silent |
| Orb Setup | Defect |
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