Cards - Powers

- Fantastic Power. Especially good with cloak and dagger or whenever you play a lot of cards in one turn. 2 energy can make it tough to setup, and it really demands an upgrade, but when you can get it into play it's a fantastic power.- Usually only a good pick if you have a decent shiv deck going. If you have a couple of upgraded Cloak and Dagger cards you might consider it, but don't take it too early as it can end up being a dead card during setup or just a low value card in general.Basically a weaker version of Footwork. Footwork gives 2/3 block per defensive card played, whereas After Image gives 1 block for ALL cards played. The only time I'd take After Image over Footwork is if I'm running a shiv deck and/or plan to be playing more attack cards than defend cards. However, it can still be worth taking if you don't have a footwork and is generally speaking a bit more flexible, so it's usually not a bad pick unless you already have a footwork or two and aren't running shiv. Mid-priority upgrade to make it innate.- Fairly weak power, it can be useful for certain encounters, but the value is fairly low for most encounters. But given that it is a 1 energy power, it's not bad. I go back and forth on whether to pick this or not, but typically if I do it's because I don't have many other good cards in my deck yet. It dilutes the deck and can make setup more difficult, and is one of the worst powers for the awakened act 3 boss, but overall it's not a terrible card. Especially useful against encounters with enemies that attack multiple times (especially byrds/hexaghost). Low-Medium upgrade priority.- I go back and forth on this one, but if you have a decent shiv deck going it can be decent. Becomes more usable with Snecko Skull, but typically I just skip Envenom. It helps accelerate your dps per round which can often be a problem with shiv decks which can struggle against certain dps race bosses. However an upgrade is basically required because for 2 energy it doesn't provide enough energy early in the fight unless you get a lucky window to lay it down.- The gold standard of Silent Powers. I'd take this card in pretty much any deck unless you're trying to force a 1-2 turn kill deck, which is pretty rare and typically not the ideal strategy, and in that case you probably want to avoid almost all powers. Since you'll be playing a lot of block cards with most builds you'll almost always get good value out of this card. Usually I'll take 2 if I see them, 3 or more is questionable, but if you can get setup you can take just about anything. It also increases the value of 0/1 cost blocks a lot more, allowing for more flexibility with your energy. Also, since it buffs your blocks and only costs 1 energy it's very easy to setup while taking 0 or minimal damage, and gets even easier (and more effective) with an upgrade, so it's typically one of my highest priority upgrades. This is basically a neutral card against the awakened one (a3 boss) since the extra block mostly negates the extra strength.This is a pretty overrated power, especially to take early on, but can be a decent pickup if you're struggling to find useful cards in the beginning. Otherwise I'd only take it once you have some shiv synergy. Mostly that means Envenom, Accuracy, or Kunai/Shuriken. It's a flat 4 damage per turn at its base, so it pales in comparison to Noxious Fumes. An upgrade (which makes it innate only) can actually be a detriment since it's usually one of the last powers you want to worry about setting up, so I tend to avoid upgrading it at all unless maybe you have Kunai/Shuriken.- Just like footwork, this is the gold standard of Silent Powers. The ever increasing poison enables all poison builds and can even help with pure shiv decks just to help with aoe damage and to increase damage per round against enemies that buff. I always take it if I see it. The first Noxious Fumes you get should be one of your highest priority upgrades, but after the first upgrade, if you have a 2nd, it's a lower priority upgrade, but still medium-high priority. I usually wont take a 3rd if I see it, but 2 is usually a good bet. I would however tend to avoid taking an extra if you're already in act 3 and see you're going up against The Awakened One since that fight isn't a dps race and the extra power will just make it harder. The only exception is if you have a very inconsistent deck where the extra turns could turn up with a bad draw. Tough call, but I usually avoid a 2nd against The Awakened One. Taking a 3rd is where the value falls off a lot because it makes setup more difficult, but is still not a bad card ultimately.- One of the better Silent Powers as it just straight up increases the draw rate and consistency of your deck. This also has amazing synergy with Reflex and Tactician, so if you already have one of those you should pretty much always take this power, even over Adrenaline. Can be especially good with an upgrade since at 0 cost it's very easy to setup. The only time I might not take this after a boss is if I see Adrenaline, and sometimes Envenom if I already have a good shiv deck, but this is usually my favorite boss drop after Adrenaline. It might be a bad pickup against The Awakened One in act 3, but all in all is a very useful card. Fairly high priority upgrade.Also one of the most amazing SIlent Powers, I always take it if I see it. With an upgrade it's nearly twice as useful and the 0 cost makes it a guaranteed setup. I just wouldn't take two as it does end up diluting your deck and there's usually not more than 2 cards you need to hold onto in your hand from turn to turn anyways. This enables some of the crazier builds and makes harder to use cards much, much easier to use, for example outmaneuver, Grand Finale, Skewer, and Catalyst. Even if you don't have some fancy strategy lined up, holding onto a block card can ensure a safe turn next round. Even if all you have left in your hand is a wound/injury, it prevents those cards from being shuffled into your discard/draw pile, so you should pretty much always hold onto cards with it unless they damage you or are ethereal curses/statuses.You can see the old, terrible wraith form. Now it gives 3/4 turns of intangible at the cost of 1 dex per turn. The 1 dex loss continues after the 3/4 turns of intangible. The new version is much stronger and can be extremely valuable in hallway fights which only last a few turns anyways, and can be especially useful against certain bosses with big attacks, like The Champ or Awakened One. Easier to play with multiple copies, and artifact negates the dex loss. Upgrading it to 4 turns is a fairly valuable upgrade.