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.
No items found in this category yet.
Support Cards
Stability tools that ensure consistency and survival.
Coolheaded
[gold]Channel[/gold] 1 [gold]Frost[/gold]. Draw 1 card.
Sweeping Beam
Deal 6 damage to ALL enemies. Draw 1 card.
FTL
Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.
Overclock
Draw 2 cards. Add a [gold]Burn[/gold] into your [gold]Discard Pile[/gold].
Rocket Punch
Deal 13 damage. Draw 1 card. Whenever you create a Status, reduce this card's cost to 0 [energy:1] until played.
Scrape
Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 [energy:1].
Skim
Draw 3 cards.
Machine Learning
At the start of your turn, draw 1 additional card.
Modded
Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.
Reboot
Shuffle ALL your cards into your [gold]Draw Pile[/gold]. Draw 4 cards.
Payoff Cards
The 'win conditions' that convert setup into overwhelming power.
No items found in this category yet.
Synergistic Relics
Passive items that amplify this build's ceiling.
Bag of Preparation
At the start of each combat, draw 2 additional cards.
Centennial Puzzle
The first time you lose HP each combat, draw 3 cards.
Pendulum
Every 3 turns, draw 1 card.
Whetstone
Upon pickup, Upgrade 2 random Attacks.
Gremlin Horn
Whenever an enemy dies, gain [energy:1] and draw 1 card.
Joss Paper
Every 5 times you Exhaust a card, draw 1 card.
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.
Nunchaku
Every time you play 10 Attacks, gain [energy:1].
Ornamental Fan
Every time you play 3 Attacks in a single turn, gain 4 Block.
Pen Nib
Every 10th Attack you play deals double damage.
Ripple Basin
If you did not play any Attacks during your turn, gain 4 Block.
Stone Cracker
At the start of each combat, Upgrade 2 random cards in your Draw Pile for the rest of combat.
Art of War
If you do not play any Attacks during your turn, gain an additional [energy:1] next turn.
Bellows
The first Hand you draw each combat is Upgraded.
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.
Kunai
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
Molten Egg
Whenever you add an Attack card to your Deck, Upgrade it.
Pocketwatch
Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.
Power Cell
At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.
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.
Shuriken
Every time you play 3 Attacks in a single turn, gain 1 Strength.
Unceasing Top
Whenever you have no cards in Hand during your turn, draw a card.
Gnarled Hammer
Upon pickup, Enchant up to 3 Attacks with Sharp 3.
Mystic Lighter
Enchanted Attacks deal 9 additional damage.
Punch Dagger
Upon pickup, Enchant an Attack with Momentum 5.
Royal Stamp
Upon pickup, choose an Attack or Skill in your Deck to Enchant with Royally Approved.
The Abacus
Whenever you shuffle your Draw Pile, gain 6 Block.
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 [energy:1] at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.
Booming Conch
At the start of Elite combats, draw 2 additional cards and gain [energy:1].
Crossbow
At the start of your turn, add a random Attack into your Hand. It's free to play this turn.
Fiddle
At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Iron Club
Every 4 cards you play, draw 1 card.
Jeweled Mask
At the start of each combat, put a random Power from your Draw Pile into your Hand. It's free to play this combat.
Music Box
Create an Ethereal copy of the first Attack you play each turn.
Pael's Blood
At the start of your turn, draw 1 additional card.
Snecko Eye
At the start of your turn, draw 2 additional cards. Start each combat Confused.
Toasty Mittens
At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Tri-Boomerang
Choose 3 Attacks in your Deck. Enchant them with Instinct.
Big Mushroom
Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.
Daughter of the Wind
Whenever you play an Attack, gain 1 Block.
History Course
At the start of your turn, play a copy of your last played Attack or Skill.
Pollinous Core
Every 4 turns, draw 2 additional cards.
Tea of Discourtesy
At the start of the next combat, shuffle 2 Dazed into your Draw Pile.
The Boot
Whenever you would deal 4 or less unblocked attack damage, increase it to 5.
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.
Swift Potion
Draw 3 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 Energy. Draw 2 cards.
Gambler's Brew
Discard any number of cards, then draw that many.
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.
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.
Gigantification Potion
The next Attack you play deals triple damage.
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.
Glowwater Potion
Exhaust your Hand. Draw 10 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.