
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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