Doom Build
Doom is a delayed kill mechanic that rewards patience, defense, and correct threshold planning. The best doom decks survive long enough to let the mechanic do the finishing work.
"Best for players who like control, delayed kill mechanics, and resource planning."
Doom is a delayed kill mechanic that rewards patience, defense, and correct threshold planning. The best doom decks survive long enough to let the mechanic do the finishing work.
Core plan Apply doom, stabilize the fight, and let delayed execution replace direct burst.
Strengths
- High kill-range
- Good control identity
- Can kill without direct burst
Weaknesses
- Delayed damage
- Needs defense support
- Can be slow against early pressure
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.
Blight Strike
Deal 8 damage. Apply Doom equal to damage dealt.
Borrowed Time
Apply 3 Doom to yourself. Gain .
Countdown
At the start of your turn, apply 6 Doom to a random enemy.
Deathbringer
Apply 21 Doom and 1 Weak to ALL enemies.
End Of Days
Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.
Negative Pulse
Gain 5 Block. Apply 7 Doom to ALL enemies.
Neurosurge
Gain . Draw 2 cards. At the start of your turn, apply 3 Doom to yourself.
No Escape
Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
Oblivion
Whenever you play a card this turn, apply 3 Doom to the enemy.
Reaper Form
Whenever Attacks deal damage, they also apply that much Doom.
Scourge
Apply 13 Doom. Draw 1 card.
Shroud
Whenever you apply Doom, gain 2 Block.
Times Up
Deal damage equal to the enemy's Doom. Exhaust.
Support Cards
Stability tools that ensure consistency and survival.
No items found in this category yet.
Payoff Cards
The 'win conditions' that convert setup into overwhelming power.
No items found in this category yet.
Niche & Situational
Additional cards that synergize under specific conditions.
Synergistic Relics
Passive items that amplify this build's ceiling.
Anchor
Start each combat with 10 Block.
Bone Flute
Whenever Osty attacks, gain 2 Block.
Book Repair Knife
Whenever a non-Minion enemy dies to Doom, heal 3 HP.
Captain's Wheel
At the start of your 3rd turn, gain 18 Block.
Cloak Clasp
At the end of your turn, gain 1 Block for each card in your Hand.
Daughter of the Wind
Whenever you play an Attack, gain 1 Block.
Anchor???
Start each combat with 4 Block.
Orichalcum???
If you end your turn without Block, gain 3 Block.
Fresnel Lens
Whenever you add a card that gains Block to your Deck, Enchant it with Nimble 2.
Hand Drill
Whenever you break an enemy's Block, apply 2 Vulnerable.
Horn Cleat
At the start of your 2nd turn, gain 14 Block.
Intimidating Helmet
Whenever you play a card that costs or more, gain 4 Block.
Orichalcum
If you end your turn without Block, gain 6 Block.
Ornamental Fan
Every time you play 3 Attacks in a single turn, gain 4 Block.
Pael's Legion
Doubles Block gained from a card, then goes to sleep for 2 turns.
Parrying Shield
If you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Permafrost
The first time you play a Power each combat, gain 6 Block.
Ripple Basin
If you did not play any Attacks during your turn, gain 4 Block.
Sai
At the start of your turn, gain 7 Block.
Seal of Gold
At the start of your turn, spend 5 Gold to gain . Self-Forming Clay · Ironclad Uncommon Whenever you lose HP in combat, gain 3 Block next turn.
Sturdy Clamp
Up to 10 Block persists across turns.
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.
Tuning Fork
Every time you play 10 Skills, gain 7 Block.
Undying Sigil
Enemies with at least as much Doom as HP deal 50% less damage.
Vambrace
The first time you gain Block from a card each combat, double the amount gained.
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 Doom 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 Doom 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.