Build Hub

Exhaust Build

Exhaust builds turn the downside of losing cards into a major upside through card draw, block generation, and exhaust-triggered value.

exhaust
Cards
33
Relics
29
Potions
5
Core Plan
Exhaust weak cards, trigger your engine, and convert shrinking deck size into stronger turns.
Best for who

"Best for players who enjoy engine decks, deck-thinning, and explosive synergy turns."

How this build works

Exhaust builds turn the downside of losing cards into a major upside through card draw, block generation, and exhaust-triggered value.

Core plan Exhaust weak cards, trigger your engine, and convert shrinking deck size into stronger turns.

Strengths

  • Excellent consistency scaling
  • Strong synergy ceiling
  • Can combine defense and offense

Weaknesses

  • Payoffs need enablers
  • Can overthin poorly
  • Requires setup
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.

Alchemize

Rare
Colorless

Procure a random potion. Exhaust.

exhaust

Anointed

Rare
Colorless

Put every Rare card from your Draw Pile into your Hand. Exhaust.

exhaust card-draw

Ashen Strike

Uncommon
Ironclad

Deal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile.

exhaust attack-combo

Brand

Rare
Ironclad

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

exhaust strength

Burning Pact

Uncommon
Ironclad

Exhaust 1 card. Draw 2 cards.

exhaust card-draw

Cinder

Common
Ironclad

Deal 17 damage. Exhaust the top card of your Draw Pile.

exhaust card-draw attack-combo

Corruption

Unknown
Ironclad

Skills cost 0 . Whenever you play a Skill, Exhaust it.

exhaust

Dark Embrace

Rare
Ironclad

Whenever a card is Exhausted, draw 1 card.

exhaust card-draw

Dark Shackles

Uncommon
Colorless

Enemy loses 9 Strength this turn. Exhaust.

exhaust strength

Dramatic Entrance

Uncommon
Colorless

Innate. Deal 11 damage to ALL enemies. Exhaust.

exhaust attack-combo

Drum Of Battle

Uncommon
Ironclad

Draw 2 cards. At the start of your turn, Exhaust the top card of your Draw Pile.

exhaust card-draw

Evil Eye

Uncommon
Ironclad

Gain 8 Block. Gain another 8 Block if you have Exhausted a card this turn.

exhaust

Feed

Rare
Ironclad

Deal 10 damage. If Fatal, raise your Max HP by 3. Exhaust.

exhaust attack-combo

Feel No Pain

Uncommon
Ironclad

Whenever a card is Exhausted, gain 3 Block.

exhaust

Fiend Fire

Rare
Ironclad

Exhaust your Hand. Deal 7 damage for each card Exhausted. Exhaust.

exhaust attack-combo

Forgotten Ritual

Uncommon
Ironclad

If you Exhausted a card this turn, gain .

exhaust

Havoc

Common
Ironclad

Play the top card of your Draw Pile and Exhaust it.

exhaust card-draw

Howl From Beyond

Uncommon
Ironclad

Deal 16 damage to ALL enemies. At the start of your turn, plays from the Exhaust Pile.

exhaust attack-combo

Impervious

Rare
Ironclad

Gain 30 Block. Exhaust.

exhaust

Infernal Blade

Uncommon
Ironclad

Add a random Attack into your Hand. It's free to play this turn. Exhaust.

exhaust attack-combo

Jack Of All Trades

Uncommon
Colorless

Add 1 random Colorless card into your Hand. Exhaust.

exhaust

Master Of Strategy

Rare
Colorless

Draw 3 cards. Exhaust.

exhaust card-draw

Molten Fist

Common
Ironclad

Deal 10 damage. Double the enemy's Vulnerable. Exhaust.

exhaust vulnerable attack-combo

Offering

Rare
Ironclad

Lose 6 HP. Gain . Draw 3 cards. Exhaust.

exhaust card-draw

Pacts End

Rare
Ironclad

Can only be played if you have 3 or more cards in your Exhaust Pile. Deal 17 damage to ALL enemies.

exhaust attack-combo

Panic Button

Uncommon
Colorless

Gain 30 Block. You cannot gain Block from cards for 2 turns. Exhaust.

exhaust

Purity

Uncommon
Colorless

Retain. Exhaust up to 3 cards in your Hand. Exhaust.

exhaust

Scrawl

Rare
Colorless

Draw cards until your Hand is full. Exhaust.

exhaust card-draw

Second Wind

Uncommon
Ironclad

Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.

exhaust attack-combo

Shockwave

Uncommon
Colorless

Apply 3 Weak and Vulnerable to ALL enemies. Exhaust.

exhaust vulnerable weak

Stoke

Rare
Ironclad

Exhaust your Hand. Draw a card for each card Exhausted. Exhaust.

exhaust card-draw

Thrash

Rare
Ironclad

Deal 4 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.

exhaust attack-combo

True Grit

Common
Ironclad

Gain 7 Block. Exhaust 1 card .

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.

Synergistic Relics

Passive items that amplify this build's ceiling.

Anchor

Common
Colorless

Start each combat with 10 Block.

block

Burning Sticks

Shop
Colorless

The first time each combat you Exhaust a Skill, add a copy of it into your Hand.

exhaust

Captain's Wheel

Rare
Colorless

At the start of your 3rd turn, gain 18 Block.

block

Charon's Ashes

Rare
Ironclad

Whenever you Exhaust a card, deal 3 damage to ALL enemies.

exhaust

Cloak Clasp

Rare
Colorless

At the end of your turn, gain 1 Block for each card in your Hand.

block

Daughter of the Wind

Event
Colorless

Whenever you play an Attack, gain 1 Block.

block attack-combo

Anchor???

Event
Colorless

Start each combat with 4 Block.

block

Orichalcum???

Event
Colorless

If you end your turn without Block, gain 3 Block.

block

Forgotten Soul

Event
Colorless

Whenever you Exhaust a card, deal 1 damage to a random enemy.

exhaust

Fresnel Lens

Event
Colorless

Whenever you add a card that gains Block to your Deck, Enchant it with Nimble 2.

block

Hand Drill

Event
Colorless

Whenever you break an enemy's Block, apply 2 Vulnerable.

block vulnerable

Horn Cleat

Uncommon
Colorless

At the start of your 2nd turn, gain 14 Block.

block

Intimidating Helmet

Rare
Colorless

Whenever you play a card that costs or more, gain 4 Block.

block

Joss Paper

Uncommon
Colorless

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

exhaust card-draw

Orichalcum

Uncommon
Colorless

If you end your turn without Block, gain 6 Block.

block

Ornamental Fan

Uncommon
Colorless

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

block attack-combo

Pael's Eye

Ancient
Colorless

The first time each combat you end your turn without playing cards, Exhaust your Hand, and take an extra turn.

exhaust

Pael's Legion

Ancient
Colorless

Doubles Block gained from a card, then goes to sleep for 2 turns.

block

Parrying Shield

Uncommon
Colorless

If you end a turn with at least 10 Block, deal 6 damage to a random enemy.

block

Permafrost

Common
Colorless

The first time you play a Power each combat, gain 6 Block.

block

Ripple Basin

Uncommon
Colorless

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

block attack-combo

Sai

Ancient
Colorless

At the start of your turn, gain 7 Block.

block

Seal of Gold

Ancient
Colorless

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.

block

Sturdy Clamp

Rare
Colorless

Up to 10 Block persists across turns.

block

The Abacus

Shop
Colorless

Whenever you shuffle your Draw Pile, gain 6 Block.

card-draw block

The Boot

Event
Colorless

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

block attack-combo

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

Tuning Fork

Uncommon
Colorless

Every time you play 10 Skills, gain 7 Block.

block

Vambrace

Uncommon
Colorless

The first time you gain Block from a card each combat, double the amount gained.

block

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 Exhaust 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 Exhaust 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.