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Deal 15 damage.
Costs 1 less [energy:1] for each Skill played this turn.
Pinpoint is most effective in heavy Skill-based decks where it can consistently be reduced to 0 Energy, serving as a high-damage finisher. To maximize its value, players should prioritize drafting low-cost draw and block Skills to ensure the card is playable alongside defensive maneuvers.
Acrobatics
Acrobatics is a low-cost Skill that draws more cards, helping you find Pinpoint while simultaneously reducing its cost. It facilitates the high-volume Skill playstyle required to make Pinpoint free.
Adrenaline
Adrenaline is a 0-cost Skill that provides both Energy and card draw, essentially reducing Pinpoint's cost for free while providing resources to play even more Skills. It accelerates the turn setup needed for a high-damage finisher.
Burst
Burst allows you to play a Skill twice, counting as two Skills played for the purpose of Pinpoint's cost reduction. This makes it significantly easier to reach the 3-Skill threshold to make Pinpoint cost 0 Energy.
Letter Opener
Since Pinpoint encourages playing at least three Skills per turn to be cost-effective, it naturally aligns with Letter Opener's requirement to deal area-of-effect damage. This combination rewards the player for the same specific sequencing of playing multiple Skills before an Attack.
Calculated Gamble
As a 0-cost Skill, Calculated Gamble reduces Pinpoint's cost immediately while refreshing the hand to find more Skills or Pinpoint itself. It is one of the most efficient ways to cycle through the deck to enable the cost reduction mechanic.