Build Hub

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.

attack-combo card-draw
Cards
10
Relics
48
Potions
14
Core Plan
Cycle aggressively, replay cheap attacks, and let repetition become scaling.
Best for who

"Best for players who enjoy fast sequencing, zero-cost cards, and recursion-style decks."

How this build works

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
Architecture

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.

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

Common
Colorless

At the start of each combat, draw 2 additional cards.

card-draw

Centennial Puzzle

Common
Colorless

The first time you lose HP each combat, draw 3 cards.

card-draw

Pendulum

Common
Colorless

Every 3 turns, draw 1 card.

card-draw

Whetstone

Common
Colorless

Upon pickup, Upgrade 2 random Attacks.

attack-combo

Gremlin Horn

Uncommon
Colorless

Whenever an enemy dies, gain [energy:1] and draw 1 card.

card-draw energy

Joss Paper

Uncommon
Colorless

Every 5 times you Exhaust a card, draw 1 card.

exhaust card-draw

Kusarigama

Uncommon
Colorless

Every time you play 3 Attacks in a single turn, deal 6 damage to a random enemy.

attack-combo

Miniature Cannon

Uncommon
Colorless

Upgraded Attacks deal 3 additional damage.

attack-combo

Nunchaku

Uncommon
Colorless

Every time you play 10 Attacks, gain [energy:1].

energy attack-combo

Ornamental Fan

Uncommon
Colorless

Every time you play 3 Attacks in a single turn, gain 4 Block.

block attack-combo

Pen Nib

Uncommon
Colorless

Every 10th Attack you play deals double damage.

attack-combo

Ripple Basin

Uncommon
Colorless

If you did not play any Attacks during your turn, gain 4 Block.

block attack-combo

Stone Cracker

Uncommon
Colorless

At the start of each combat, Upgrade 2 random cards in your Draw Pile for the rest of combat.

card-draw

Art of War

Rare
Colorless

If you do not play any Attacks during your turn, gain an additional [energy:1] next turn.

energy attack-combo

Bellows

Rare
Colorless

The first Hand you draw each combat is Upgraded.

card-draw

Gambling Chip

Rare
Colorless

At the start of each combat, discard any number of cards then draw that many.

discard card-draw

Game Piece

Rare
Colorless

Whenever you play a Power, draw 1 card.

card-draw

Kunai

Rare
Colorless

Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

dexterity attack-combo

Molten Egg

Rare
Colorless

Whenever you add an Attack card to your Deck, Upgrade it.

attack-combo

Pocketwatch

Rare
Colorless

Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.

card-draw

Power Cell

Rare
Defect

At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.

card-draw

Rainbow Ring

Rare
Colorless

The first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.

strength dexterity attack-combo

Razor Tooth

Rare
Colorless

Every time you play an Attack or Skill, Upgrade it for the remainder of combat.

attack-combo

Shuriken

Rare
Colorless

Every time you play 3 Attacks in a single turn, gain 1 Strength.

strength attack-combo

Unceasing Top

Rare
Colorless

Whenever you have no cards in Hand during your turn, draw a card.

card-draw

Gnarled Hammer

Shop
Colorless

Upon pickup, Enchant up to 3 Attacks with Sharp 3.

attack-combo

Mystic Lighter

Shop
Colorless

Enchanted Attacks deal 9 additional damage.

attack-combo

Punch Dagger

Shop
Colorless

Upon pickup, Enchant an Attack with Momentum 5.

attack-combo

Royal Stamp

Shop
Colorless

Upon pickup, choose an Attack or Skill in your Deck to Enchant with Royally Approved.

attack-combo

The Abacus

Shop
Colorless

Whenever you shuffle your Draw Pile, gain 6 Block.

card-draw block

Biiig Hug

Ancient
Colorless

Upon pickup, remove 4 cards from your Deck. Whenever you shuffle your Draw Pile, add a Soot into your Draw Pile.

card-draw

Blessed Antler

Ancient
Colorless

Gain [energy:1] at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.

card-draw energy

Booming Conch

Ancient
Colorless

At the start of Elite combats, draw 2 additional cards and gain [energy:1].

card-draw energy

Crossbow

Ancient
Colorless

At the start of your turn, add a random Attack into your Hand. It's free to play this turn.

attack-combo

Fiddle

Ancient
Colorless

At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.

card-draw

Iron Club

Ancient
Colorless

Every 4 cards you play, draw 1 card.

card-draw

Jeweled Mask

Ancient
Colorless

At the start of each combat, put a random Power from your Draw Pile into your Hand. It's free to play this combat.

card-draw

Music Box

Ancient
Colorless

Create an Ethereal copy of the first Attack you play each turn.

attack-combo

Pael's Blood

Ancient
Colorless

At the start of your turn, draw 1 additional card.

card-draw

Snecko Eye

Ancient
Colorless

At the start of your turn, draw 2 additional cards. Start each combat Confused.

card-draw

Toasty Mittens

Ancient
Colorless

At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.

exhaust strength card-draw

Tri-Boomerang

Ancient
Colorless

Choose 3 Attacks in your Deck. Enchant them with Instinct.

attack-combo

Big Mushroom

Event
Colorless

Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.

card-draw

Daughter of the Wind

Event
Colorless

Whenever you play an Attack, gain 1 Block.

block attack-combo

History Course

Event
Colorless

At the start of your turn, play a copy of your last played Attack or Skill.

attack-combo

Pollinous Core

Event
Colorless

Every 4 turns, draw 2 additional cards.

card-draw

Tea of Discourtesy

Event
Colorless

At the start of the next combat, shuffle 2 Dazed into your Draw Pile.

card-draw

The Boot

Event
Colorless

Whenever you would deal 4 or less unblocked attack damage, increase it to 5.

block attack-combo

Strategic Potions

Emergency tools to bridge gaps in difficult elite matchups.

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.