- Title: Blood Card 2: Dark Mist
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A Beastmaster summons-heavy endgame approach for Level 8
Better than nothing?
This might be all you get from the guide section on Steam at all for now. I have written up a rough sketch of the big picture and major landmarks, and then you’ll want to check the spreadsheet, tier ratings, and comments for further details and interactions.
I don’t examine late-game strategies that involve damaging bosses primarily with attack cards. That might be viable, but it is not a part of my evaluation at this time.
Summoned units are not cards, and the floor is lava
Simply put, think of cards as the “rock” that the summon stands on, and the table is lava.
The unit “looks like a card”, but the card is separate. When you summon a Grizzly, “Summon Grizzly” is a card in your discard pile, and the Grizzly is a unit standing on top of the chose pile, which must have at least one card in it. The summoned unit itself does NOT have any health. When there are no cards for it to stand on, it touches the lava and dies. It does NOT need to take one extra point of damage, because it is not a card, and does not get “taken away”. If a summon is standing on 4 cards in the block pile and you take 4 points of damage, the summon dies when the 4th and final card is gone.
Bulk up early, and draft fewer attacks in the late game
While some Attack card damage builds might be viable, it’s generally possible to pivot out of attack card damage in most runs, and I won’t discuss these too much other than to mention that you can’t afford to skip early card rewards, and you need front-loaded damage to survive the first boss fight or two.
An early Shuriken is especially nice, giving you an XP minigame that helps accelerate the bulking up of your deck, and later on, letting you fish for powerhouse cards, and skip for gold when necessary.
A handful of very powerful multi-target attacks are worth taking for consistency at any time. Lightning Arrow, Crush the Weak, Law of the Jungle especially.
- You can temporarily scale two piles by playing Rallying Roar or by playing Buck or Deformation on a summoned unit. (1 turn)
- You can permanently scale two piles by killing with Gorge. (Persists for the life of the summoned unit).
These mechanics make it especially attractive to maintain two piles. There is moderate scaling this way, and it can be a decent intermediate strategy, or with strong enough support, it can take off on its own sometimes.
Cheetah, Porcupine, and Grizzly benefit from two-pile scaling. It’s harder to set up. You want some (but not all) of your block (discard) pile to be taken by enemies, and then you want to kill those enemies, so that those cards return to your draw (life) pile.
Specifically, Porcupine is much stronger in the block pile, where it is guaranteed to trigger every attack until it dies. A porcupine in the Life pile will not trigger if the block pile is not exhausted.
One-pile scaling involves playing Lion or Saber-Tooth to “lock in” temporary damage bonuses as the new “base” value of a newly-summoned “cannibal” unit. Since this process affects just one pile at a time, and persists between turns, splitting the benefits between two piles is of no added benefit. In particular, Command: Cheetah and Command: Owl use only one summon’s attack power, so splitting the gains lessens the power of these plays.
One-pile scaling has a higher ceiling, and is sometimes harder to set up.
Suppose your draw pile has a Soul Ascension+. You play Grizzly on your Draw Pile and you play a Buck on your Discard pile.
The grizzly has:
Then you play a Lion on your Grizzly. The Lion “locks in” the 6 attack damage as its new “base value”, and the support bonuses apply again:
Then you play a Saber-Tooth on the Lion, and you’re at 10 base damage, and 14 total. Then you play a draw a few cards with Wisdom, and you draw your Soul Ascension+. The Saber-Tooth goes down to 12 damage. Then you get attacked, and the Buck dies, and you’re down to 10 again.
If you’re playing a fatter deck, multiple Lions and Saber-Tooths can add up. Soul Ascension is the strongest, and Buck has potential, but can be frail due to living on your Block (discard) pile.
Lion and Saber-Tooth will also lock in temporary gains from Command: Grizzly, Command: Buck, and Rallying Roar. They won’t multi-apply, as they were applied once, and there is no maintained “aura” re-applying them. The one-time effect was flagged as temporary, but the “new” Lion or Saber-Tooth was spawned with that temporary value as its new, permanent, base value.
Gorge will add to the permanent base value, but it will NOT spawn a new unit, and it will NOT lock in temporary bonuses. No matter what order you play it in, a basic Grizzly with bonuses from Gorge and Rallying Roar+ will go from 2+2+3=7 to 2+2=4 at the end of the turn.
When an enemy damages the player, it steals one card per damage point, first from the block (discard) pile, and then from the draw (life) pile, if necessary. Each summon attacks once per marked card taken, meaning a 6-damage attack that draws 2 marked cards and 4 unmarked cards will be attacked TWICE by EACH summon, as a single-target attack, regardless of that summon’s abilities.
This means that Marks are multiplicative with Summon Attack Power when calculating the total damage a unit will take, except if they have Iron Defense.
Notice that Porcupine’s base ability is one retaliation per attack, not per damage point.
(It still does extra counters for each marked card taken, as usual.)
Ruthless Pursuit if you have enough Lions/Saber-Tooths already
Owl is takeable, but probably not what I’d choose for this event
Hold Formation generically for consistency
Gorge if you have draw but no scaling
Soul Contract if you are struggling with energy
Rallying Roar if you have Lion/Saber-Tooth, draw, and energy, but few sources of damage bonuses to stack with it (you always have two Summon Grizzly to work with)
Swap out any Prop with “…when you pick this up…” to receive the event’s benefits with no real drawback. The free cards/money/whatever you got is yours to keep.
EXCEPTION: Medallion of the Faithful sometimes appears as a key to resolving a later event. If you have the Medallion, you should keep it just in case.
Soul Annihilation is extremely powerful, and should be held on to except for fatal or near-fatal situations. If you never use them, then you rolled good numbers and played well. If you used them, then that’s what they’re there for!
Early on, swapping a Wound or a Strike is best.
Later, removing a curse or a Strike might be better than risking the RNG for a new card.
Upgrade can also be justified, but not in the early game, where you just need more cards. Some of the bosses for level 1 and 2 are hard to tank with a thin deck of mostly starter cards.
That's everything we are sharing today for this Blood Card 2: Dark Mist guide. This guide was originally created and written by MTaur. In case we fail to update this guide, you can find the latest update by following this link.