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Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.
Grand Finale is a high-damage board clear that requires perfect control over your draw pile count to activate. It is strongest in thin decks or heavy cycle builds that can reliably draw through their entire deck in a single turn.
Acrobatics
Provides a fixed draw of 3 cards to help decrement the draw pile toward zero while discarding a card to prevent hand overflow. This precision is vital for hitting the exact zero-card requirement.
Expertise
Draws a variable number of cards to fill the hand, making it the most flexible tool for clearing the final few cards of a draw pile. It allows the player to adjust their draw count based on current hand size to hit exactly zero.
Calculated Gamble
Allows the player to cycle through a large portion of the deck for 0 energy without increasing hand size. It is the most efficient way to dig for Grand Finale while simultaneously emptying the draw pile.
Well-Laid Plans
Enables the player to retain Grand Finale in hand until the draw pile math is perfect. It also allows for holding onto specific draw cards like Acrobatics to ensure the draw pile can be emptied on a future turn.
Runic Pyramid
Eliminates the end-of-turn discard, allowing the player to hold all necessary draw manipulation tools and Grand Finale itself. This relic turns the card's difficult activation condition into a manageable mathematical calculation.