Claw Build
Claw decks are fast, spammy, and highly dependent on cycling. They win by repeatedly finding and replaying cheap attacks until small numbers become overwhelming.
"Best for players who enjoy fast sequencing, zero-cost cards, and recursion-style decks."
Claw decks are fast, spammy, and highly dependent on cycling. They win by repeatedly finding and replaying cheap attacks until small numbers become overwhelming.
Core plan Cycle aggressively, replay cheap attacks, and let repetition become scaling.
Strengths
- Fast turns
- Explosive cycling
- Great with recursion tools
Weaknesses
- Can misfire without enough draw
- Low individual card power
- Needs density
We categorize resources into Core, Support, and Payoff. A build becomes "real" only when these three layers synchronize.
Core Cards
Primary enablers that define this mechanic's direction.
Adaptive Strike
Deal 18 damage. Add a 0 copy of this card into your Discard Pile.
All For One
Deal 10 damage. Put ALL 0 cards from your Discard Pile into your Hand.
Anointed
Put every Rare card from your Draw Pile into your Hand. Exhaust.
Ball Lightning
Deal 7 damage. Channel 1 Lightning.
Barrage
Deal 5 damage for each Channeled Orb.
Beat Down
Play 3 random Attacks from your Discard Pile.
Cold Snap
Deal 6 damage. Channel 1 Frost.
Coolheaded
Channel 1 Frost. Draw 1 card.
Dramatic Entrance
Innate. Deal 11 damage to ALL enemies. Exhaust.
Flak Cannon
Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.
Gunk Up
Deal 4 damage 3 times. Add a Slimed into your Discard Pile.
Ice Lance
Deal 19 damage. Channel 3 Frost.
Master Of Strategy
Draw 3 cards. Exhaust.
Meteor Strike
Deal 24 damage. Channel 3 Plasma.
Overclock
Draw 2 cards. Add a Burn into your Discard Pile.
Reboot
Shuffle ALL your cards into your Draw Pile. Draw 4 cards. Exhaust.
Refract
Deal 9 damage twice. Channel 2 Glass.
Scrape
Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 .
Scrawl
Draw cards until your Hand is full. Exhaust.
Support Cards
Stability tools that ensure consistency and survival.
Automation
Every 10 cards you draw, gain .
Catastrophe
Play 2 random cards from your Draw Pile.
Compile Driver
Deal 7 damage. Draw 1 card for each unique Orb you have.
Finesse
Gain 4 Block. Draw 1 card.
Flash Of Steel
Deal 5 damage. Draw 1 card.
Focused Strike
Deal 9 damage. Gain 1 Focus this turn.
Ftl
Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.
Hidden Gem
A random card in your Draw Pile gains Replay 2.
Huddle Up
ALL allies draw 2 cards.
Hyperbeam
Deal 26 damage to ALL enemies. Lose 3 Focus.
Impatience
If you have no Attacks in your Hand, draw 2 cards.
Iteration
The first time you draw a Status card each turn, draw 2 cards.
Machine Learning
At the start of your turn, draw 1 additional card.
Mayhem
At the start of your turn, play the top card of your Draw Pile.
Mind Blast
Innate. Deal damage equal to the number of cards in your Draw Pile.
Modded
Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.
Nostalgia
The first Attack or Skill you play each turn is placed on top of your Draw Pile.
Restlessness
Retain. If your Hand is empty, draw 2 cards and gain .
Rocket Punch
Deal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 this turn.
Secret Technique
Put a Skill from your Draw Pile into your Hand.
Secret Weapon
Put an Attack from your Draw Pile into your Hand.
Seeker Strike
Deal 6 damage. Choose 1 of 3 cards in your Draw Pile to add into your Hand.
Skim
Draw 3 cards.
Stratagem
Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.
Sweeping Beam
Deal 6 damage to ALL enemies. Draw 1 card.
Thinking Ahead
Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.
Uproar
Deal 5 damage twice. Play a random Attack from your Draw Pile.
Payoff Cards
The 'win conditions' that convert setup into overwhelming power.
Calamity
Whenever you play an Attack, add a random Attack into your Hand.
Knockdown
Deal 10 damage. The enemy takes double damage from other players this turn.
Panache
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Smokestack
Whenever you create a Status, deal 5 damage to ALL enemies.
Thunder
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Niche & Situational
Additional cards that synergize under specific conditions.
Beam Cell
Deal 3 damage. Apply 1 Vulnerable.
Bolas
Deal 3 damage. At the start of your next turn, return this to your Hand.
Claw
Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.
Feral
The first time you play a 0 Attack each turn, return it to your Hand.
Fisticuffs
Deal 7 damage. Gain Block equal to damage dealt.
Gang Up
Deal 5 damage. Deals 5 additional damage for each time another player has attacked the enemy this turn.
Go For The Eyes
Deal 3 damage. If the enemy intends to attack, apply 1 Weak.
Gold Axe
Deal damage equal to the number of cards played this combat.
Hailstorm
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Hand Of Greed
Deal 20 damage. If Fatal, gain 20 Gold.
Helix Drill
Deal 3 damage for each previously spent this turn.
Intercept
Gain 9 Block. Redirect all incoming attacks that would be dealt to another player this turn to you.
Jackpot
Deal 25 damage. Add 3 random 0 cards into your Hand.
Momentum Strike
Deal 10 damage. Reduce this card's cost to 0 .
Omnislice
Deal 8 damage. Damage ALL other enemies equal to the damage dealt.
Rend
Deal 15 damage. Deals 5 additional damage for each unique debuff on the enemy.
Rip And Tear
Deal 7 damage to a random enemy twice.
Rolling Boulder
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
Salvo
Deal 12 damage. Retain your Hand this turn.
Shatter
Deal 11 damage to ALL enemies. Evoke all of your Orbs.
Splash
Choose 1 of 3 random Attacks from another character to add into your Hand. It's free to play this turn.
Strike Defect
Deal 6 damage.
Sunder
Deal 24 damage. If this kills an enemy, gain .
Synthesis
Deal 12 damage. The next Power you play costs 0 .
Tag Team
Deal 11 damage. The next Attack another player plays on the enemy is played an extra time.
Tesla Coil
Deal 3 damage. Trigger all Lightning against the enemy.
The Bomb
At the end of 3 turns, deal 40 damage to ALL enemies.
The Gambit
Gain 50 Block. If you take unblocked attack damage this combat, die.
Thrumming Hatchet
Deal 11 damage. At the start of your next turn, return this to your Hand.
Ultimate Strike
Deal 14 damage.
Volley
Deal 10 damage to a random enemy X times.
Synergistic Relics
Passive items that amplify this build's ceiling.
Art of War
If you do not play any Attacks during your turn, gain an additional next turn.
Bag of Preparation
At the start of each combat, draw 2 additional cards.
Bellows
The first Hand you draw each combat is Upgraded.
Big Mushroom
Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.
Biiig Hug
Upon pickup, remove 4 cards from your Deck. Whenever you shuffle your Draw Pile, add a Soot into your Draw Pile.
Blessed Antler
Gain at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile. Blood-Soaked Rose · Colorless Ancient Upon pickup, add 1 Enthralled to your Deck. Gain at the start of each turn.
Booming Conch
At the start of Elite combats, draw 2 additional cards.
Centennial Puzzle
The first time you lose HP each combat, draw 3 cards.
Crossbow
At the start of your turn, add a random Attack into your Hand. It costs 0 this turn.
Daughter of the Wind
Whenever you play an Attack, gain 1 Block.
Fiddle
At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Gambling Chip
At the start of each combat, discard any number of cards then draw that many.
Game Piece
Whenever you play a Power, draw 1 card.
Gnarled Hammer
Upon pickup, Enchant up to 3 Attacks with Sharp 3.
Gremlin Horn
Whenever an enemy dies, gain and draw 1 card.
History Course
At the start of your turn, play a copy of your last played Attack or Skill.
Iron Club
Every 4 cards you play, draw 1 card.
Jeweled Mask
At the start of combat put a random Power from your Draw Pile into your Hand, it's free to play.
Joss Paper
Every 5 times you Exhaust a card, draw 1 card.
Kunai
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
Kusarigama
Every time you play 3 Attacks in a single turn, deal 6 damage to a random enemy.
Miniature Cannon
Upgraded Attacks deal 3 additional damage.
Molten Egg
Whenever you add an Attack card to your Deck, Upgrade it. Mr. Struggles · Colorless Event At the start of your turn, deal damage equal to the turn number to ALL enemies.
Music Box
Create an Ethereal copy of the first Attack you play each turn.
Mystic Lighter
Enchanted Attacks deal 9 additional damage.
Nunchaku
Every time you play 10 Attacks, gain .
Ornamental Fan
Every time you play 3 Attacks in a single turn, gain 4 Block.
Pael's Blood
At the start of your turn, draw 1 additional card.
Pen Nib
Every 10th Attack you play deals double damage.
Pendulum
Whenever you shuffle your Draw Pile, draw a card.
Pocketwatch
Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.
Pollinous Core
Every 4 turns, draw 2 additional cards.
Power Cell
At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.
Punch Dagger
Upon pickup, Enchant an Attack with Momentum 5.
Rainbow Ring
The first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Razor Tooth
Every time you play an Attack or Skill, Upgrade it for the remainder of combat.
Ring of the Drake
At the start of your first 3 turns, draw 2 additional cards.
Ripple Basin
If you did not play any Attacks during your turn, gain 4 Block.
Royal Stamp
Upon pickup, choose an Attack or Skill in your Deck to Enchant with Royally Approved.
Shuriken
Every time you play 3 Attacks in a single turn, gain 1 Strength.
Snecko Eye
At the start of your turn, draw 2 additional cards. Start each combat Confused.
Stone Cracker
At the start of Boss combats, Upgrade 3 random cards in your Draw Pile for the rest of combat.
Tea of Discourtesy
At the start of the next combat, shuffle 2 Dazed into your Draw Pile.
The Abacus
Whenever you shuffle your Draw Pile, gain 6 Block.
The Boot
Whenever you would deal 4 or less unblocked attack damage, increase it to 5.
Toasty Mittens
At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Toy Box
Upon pickup, obtain 4 Wax Relics. Every 3 combats, your left-most Wax Relic will melt away. Tri-Boomerang · Colorless Ancient Choose 3 Attacks in your Deck. Enchant them with Instinct.
Unceasing Top
Whenever you have no cards in Hand during your turn, draw a card.
Whetstone
Upon pickup, Upgrade 2 random Attacks.
Strategic Potions
Emergency tools to bridge gaps in difficult elite matchups.
Attack Potion
Choose 1 of 3 random Attack cards to add into your Hand. It's free to play this turn.
Beetle Juice
Enemy's attacks deal 30% less damage for the next 4 turns.
Bottled Potential
Shuffle ALL your cards into your Draw Pile. Draw 5 cards.
Clarity Extract
Draw 1 card. At the start of your next 3 turns, draw 1 additional card.
Cunning Potion
Add 3 Upgraded Shivs into your Hand.
Cure All
Gain . Draw 2 cards.
Distilled Chaos
Play the top 3 cards of your Draw Pile.
Droplet of Precognition
Choose a card in your Draw Pile and add it into your Hand.
Gambler's Brew
Discard any number of cards, then draw that many.
Gigantification Potion
The next Attack you play deals triple damage.
Glowwater Potion
Exhaust your Hand. Draw 10 cards.
Orobic Acid
Add a random Attack, Skill, and Power into your Hand. They're free to play this turn.
Snecko Oil
Draw 7 cards. Randomize the cost of cards in your Hand this turn.
Swift Potion
Draw 3 cards.
Pro Tip: Balance your shell
"If your deck only has payoffs, it's a glass cannon that will misfire. If it only has support, you'll eventually be out-scaled. Look for the Golden Ratio between establishment, consistency, and victory."
Build FAQ
What is the core idea behind Claw Build?
The goal is to identify the mechanic that actually wins fights, then build around enough support pieces to make that plan reliable.
Do I need every core card to make Claw Build work?
No. In Early Access, most builds are better understood as directions rather than exact decklists. What matters most is whether you have enough engine, support, and payoff to make the build coherent.
Why does this page separate core, support, and payoff?
Because a strong build is not just a list of good cards. Core pieces enable the mechanic, support pieces keep the build consistent, and payoff pieces convert that setup into real combat power.