The short answer
Choose the next card for a problem your deck has now. Skip cards that add no useful action, but keep enough damage and defense to survive while a longer plan develops.
Before you start
- Inspect your deck, relics, potions, HP and visible map.
- There is no universal deck size or mandatory build list.
Test the reward against the next fight
Name the missing role: early damage, group damage, defense, scaling, draw or Energy. Compare each reward with that need. A card that only works after an unseen rare card arrives has a real cost every time it occupies your hand.
Kingy example: a Poison multiplier is an attractive future reward, but a deck with no Poison has nothing to multiply. If the next elite is already a damage problem, the immediate attack can be the better pick.
Sources for this section
Treat the route as a shared budget
| Decision | Check first |
|---|---|
| Take an elite | Can the deck handle a bad opening hand? What can a potion change? |
| Rest | Does the extra HP keep the next fight survivable? |
| Upgrade | Will the improvement change a hand you can actually play? |
| Remove | Which low-impact draw is preventing useful hands? |
| Shop | Can your gold buy the specific missing role? |
Sources for this section
Measure consistency without pretending to simulate the game
The draw-odds guide calculates the chance to see at least one chosen card among a number of random draws. It helps compare an extra copy with an extra unrelated card. It cannot judge whether the drawn card is affordable or whether that choice beats the next boss.
Record why a run ended: missing damage, missing defense, an unpayable hand or a misunderstood mechanic. Make the next change against that observation. This is Kingy’s suggested review habit, not a guaranteed winning strategy.
Sources for this section
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Research checked 2026-09-12. This is a source-based guide; Kingy has not independently play-tested these steps. Evidence and coverage.