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Velvet Choker

Velvet Choker

AncientShared
ベルベットチョーカー
Effect

各ターンの開始時、エナジーを得る。1ターンに6枚までしかカードをプレイできない

Rating-

Basic Info

Item Detail
English Name Velvet Choker
Rarity Ancient
Character All
Acquisition Ancient relic (boss drop)
Overall Tier B+

Rating

Velvet Choker grants +1 energy in exchange for a 5-card-per-turn play limit. A perfect Ancient relic for decks that win on per-card quality rather than raw volume. Playing five 1-cost cards at 3 energy normally leaves 2 energy idle, but with 4 energy you can play two 2-cost cards plus three 0-cost, or one 3-cost plus two 1-cost — far more flexible.

Impact of the 5-Card Limit

  • Standard decks play 3-4 cards per turn off a 5-hand / 3-energy. The 5-card cap often isn't tight
  • Decks that chain 0-cost cards heavily (Shivs, Rampage spam, etc.) are devastated
  • Once power cards are set up on early turns, you can cruise on fewer plays per turn
  • Draw cards still matter — broader hand choice lets you pick the best 5 cards

When to Take

  • Recommended when deck average cost is 1.5+ and 5+ plays per turn is rare
  • Safe if you have 2 or fewer 0-cost cards
  • Multi-power builds hit cruise mode after opening plays — the cap won't hurt
  • Never take in Shiv builds or Rampage spam builds

Character Ratings

Character Rating Comment
Ironclad A Few issues when focused on high-cost attacks. Great fit with Strength builds
Silent C Volume-based character — the 5-cap hurts badly. Shivs / knives collapse
Defect S After orb setup, low play counts are fine. Frost+Focus auto-defends, Lightning auto-attacks. Biggest beneficiary
Necrobinder B+ Minions do the work post-summon, so the cap has moderate impact. Watch sacrifice spam
Regent B Depends on star-spend balance. High-cost focus is fine. Forge cards are usually expensive

Synergies

Card / Relic Reason
High-cost cards (2-3 cost) Action volume stays sufficient. +1 energy lets you play two 2-cost cards
Powers in general Powers stay effective once placed — few plays needed afterward
Runic Pyramid Stockpile cards and play a curated 5 each turn — best-in-class pairing
Orb-generating powers Defect powers set up orbs, then minimal card play sustains combat
Strength buff → big swing Build Strength, then one multiplicative card like Heavy Blade for huge damage

Cards to Watch

Card Reason
Shiv-family cards Mass 0-cost plays clash fatally with the 5-card cap
Rage 0-cost spam runs out of play slots
Multi-play cards Cards that assume many plays per turn lose value

How to Play

  • Make every 5 plays count each turn — prioritize high-per-card value
  • Set up powers early and free up play slots for later turns
  • Hold back defense for dedicated attack turns at full power
  • When adding cards, always ask: "Is this worth playing under the 5-card cap?"

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