Advice on how to mitigate all the extra cards you’re forced to draw in the later stages of Kaycee’s Mod
Unfortunately, there’s very little that you can do to mitigate this. So you really need to prioritise the few things you can control about deck size.
Not much to say here. There’s no trick to these.
These are the trials you can be offered:
- Trial of Bones: 3 cards cost at least 5 Bones
- Trial of Blood: 3 cards cost at least 4 Blood
- Trial of Power: 3 cards have at least 4 Power
- Trial of Health: 3 cards have at least 6 Health
- Trial of Wisdom: 3 cards have at least 3 Sigils
- Trial of Kin: 2 cards have matching kin
The way to mitigate this is to try and cultivate certain weaknesses in your deck in order to fail trials more consistently. Personally, I try to limit the number of bone cards in my deck. But your deck may have generally low health or low blood or mismatched kin, and you should try to keep it that way when picking cards.
For this reason, it’s worth considering not murdering the Campers with Ring Worm/Touch of Death in the first map. Risk-free double power increases are extremely enticing but, in my experience, you rarely need more than 6 power on any card, and only on a few cards.
Unfortunately, while there is a mechanism to ensure success at campfires, there is no mechanism to ensure failure. You might be able to shed your excess cards, or you might accidentally give them huge power/health. When picking cards to feed to the campers, consider what your options are if the card survives.
The duplicates offered will be of three random cards in your deck. You can try to use this effect to your favour (it’s always nice to draw another Geck) but it’s usually not worth pushing your luck (you’ll probably wind up duplicating trash).
The way to migitate this is, obviously, to try to draw duplicates ahead of time. It’s just a factor to keep in mind when weighing the relative value of cards when you’re forced to pick one.
This situation is unlikely to occur when you have a large deck, but it’s something to be mindful of. I have found myself in this situation before. I have also found myself in the situation where I was forced to sacrifice a card I was saving because I didn’t have any other suitable cards.
- Two cards without an added sigil
- One of the cards needs to have at least one stock sigil not already on the other card.
This is usually avoidable though — try to look ahead in maps before starting battles to see if you’ll need to burn an item.
Magpie itself is a little expensive to summon at 2 blood. This makes it a prime candidate for Mysterious Stones.
The Hoarder sigil is also a prime candidate for the new Goo event — put Hoarder onto a zero cost card, clone that card, now you can chain summon both of them for twice as much blood.
Cuckoos cost 1 blood and give 1 blood, so they are playable right out of the box. But the sigils are the important bit, so feel free to sacrifice them onto other cheap cards if you land on an extra Mysterious Stones.
If you accidentally summon a Raven, you’ll take a net loss of 1 damage per turn. This is usually easy to manage, but keep it in mind before playing Cuckoo.
There are a few issues with this combination, however:
- This requires two cards and a trip to the Mysterious Stones to set up. Compare this to Cuckoo being usable in stock form.
- The initial cost of summon is going to either be 4-5 bones, unless you wait for Leshy to kill one of your cards. Compare this to Cuckoo’s 1 blood cost.
- This does nothing to block the Airborne sigil, requiring a totem or some finagling with the Mycologists to get Mighty Leap.
- This does nothing to block cards that can be dangerous just by being played (although I think that’s only Alpha and Leader sigil on Leshy’s side).
But there are also advantages over Cuckoo:
- Will wear down the opposing card instead of attacking directly.
- Insect kin instead of Bird kin (so, a natural synergy with the Mantis God deck).
- Generates loads of bones.
Other than Corpse Maggots, Unkillable works well on most cheap cards. Two standouts are Bullfrog and Mole — 1 blood cards with good defensive sigils. The primary issue with these is that you need to feed the cost of resummoning each turn, and it may be difficult to keep drawing Aquasquirrels instead of drawing your main deck for the card you actually need.
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