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Run planning

Pathing and Deckbuilding Without Forcing a Build

Plan a route around the next boss, an aggressive line and a safer exit. Add cards that pass the next combat check, skip rewards that only promise a future combo, and let relics plus working enablers tell you when a real build has formed.

Main v0.107.1 · stable concepts11 min · checked 2026-08-12
RUN SIGNALCard + relic + next fight
ENABLERCreate the resource
+
PAYOFFTurn it into output
+
COVERAGESurvive while it starts

Missing one box? You have a direction, not a finished build.

STS2DB explanatory diagram. It illustrates relationships and is not extracted game UI.

01

Read the whole Act before choosing floor one

A route is a sequence, not a single attractive room. Start from the boss and work backward through elites, rest sites, shops and escape branches.

Boss check

Ask what the deck must do in a long fight: scale damage, survive burst turns or handle a special mechanic.

Elite windows

Mark where an elite can be reached after enough card rewards, a shop or a rest site.

Exit ramp

Keep a lower-risk branch available if early fights or events cost more HP than expected.

Resource timing

A shop with no gold and a rest site after the point of death are not useful route features.

02

Card rewards have phases

The same card can be excellent on floor three and unnecessary near the boss. Judge it by the deck's current job.

Early Act

Prioritise damage and Block that work immediately. The starter deck must pass normal and elite fights before chasing a polished engine.

Before the boss

Patch the exact long-fight, burst or multi-target weakness the boss will test.

After a real signal

A relic, self-sufficient enabler or several compatible cards can justify taking narrower payoffs.

Skip

A card with no current job lowers the chance of drawing the cards that already save the run.

03

A build needs an enabler and a payoff

One Poison card is not a Poison build. One Forge card is not a Sovereign Blade build. A named archetype becomes real when the deck can produce the resource, convert it into output and still survive while doing so.

Enabler

Generates the resource or trigger reliably enough to appear in real hands.

Payoff

Turns that resource into damage, Block, draw or another win condition.

Consistency

Draw, Energy, Retain, Exhaust or deck size lets both halves meet on time.

Coverage

The engine still needs answers for the next elite, group fight and boss.

04

Relics change card value; they do not replace the deck

A relic can make a previously average card efficient, create a new trigger or remove a constraint. The right response is to re-evaluate future rewards—not to take every card that shares a keyword.

Trigger frequency

How often can the current deck activate the relic without weakening normal turns?

Marginal gain

Does one more synergy card improve the engine, or only duplicate a trigger you already have?

Opportunity cost

A synergy pick still occupies a draw that could have been immediate damage, Block or consistency.

05

Rest, upgrade, remove and shop are one budget

Each non-combat choice changes what the next fight can ask of you. Upgrade when the extra output survives long enough to matter; rest when the upgrade line dies before reaching its payoff.

Upgrade

Best when it changes an important breakpoint, improves an opening turn or strengthens a card drawn often.

Rest

Best when HP preserves an elite, prevents death to a bad draw or keeps the planned boss line alive.

Remove

Best when a low-impact card is now reducing access to stronger answers.

Shop

Best when gold can buy a concrete solution instead of merely a generally strong object.

Next step

Keep climbing