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
22
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.

Support Cards

Stability tools that ensure consistency and survival.

Defend

Basic
Ironclad

Gain 5 [gold]Block[/gold].

block defend

Armaments

Common
Ironclad

Gain 5 [gold]Block[/gold]. [gold]Upgrade[/gold] a card in your [gold]Hand[/gold].

block

Blood Wall

Common
Ironclad

Lose 2 HP. Gain 16 [gold]Block[/gold].

block self-hp-loss

Iron Wave

Common
Ironclad

Gain 5 [gold]Block[/gold]. Deal 5 damage.

damage block

Shrug It Off

Common
Ironclad

Gain 8 [gold]Block[/gold]. Draw 1 card.

block card-draw

True Grit

Common
Ironclad

Gain 7 [gold]Block[/gold]. [gold]Exhaust[/gold] 1 card at random.

block

Colossus

Uncommon
Ironclad

Gain 5 [gold]Block[/gold]. You receive 50% less damage from [gold]Vulnerable[/gold] enemies this turn.

block

Demonic Shield

Uncommon
Ironclad

Lose 1 HP. Give another player [gold]Block[/gold] equal to your [gold]Block[/gold].

block self-hp-loss exhaust

Evil Eye

Uncommon
Ironclad

Gain 8 [gold]Block[/gold]. Gain another 8 [gold]Block[/gold] if you have [gold]Exhausted[/gold] a card this turn.

block

Flame Barrier

Uncommon
Ironclad

Gain 12 [gold]Block[/gold]. Whenever you are attacked this turn, deal 4 damage back.

block

Second Wind

Uncommon
Ironclad

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

block

Taunt

Uncommon
Ironclad

Gain 7 [gold]Block[/gold]. Apply 1 [gold]Vulnerable[/gold].

block vulnerable

Impervious

Rare
Ironclad

Gain 30 [gold]Block[/gold].

block exhaust

Offering

Rare
Ironclad

Lose 6 HP. Gain [energy:2]. Draw 3 cards.

card-draw energy self-hp-loss exhaust

Payoff Cards

The 'win conditions' that convert setup into overwhelming power.

Niche & Situational

Additional cards that synergize under specific conditions.

Synergistic Relics

Passive items that amplify this build's ceiling.

Anchor

Common
Colorless

Start each combat with 10 Block.

block

Horn Cleat

Uncommon
Colorless

At the start of your 2nd turn, gain 14 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

Parrying Shield

Uncommon
Colorless

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

block

Permafrost

Uncommon
Colorless

The first time you play a Power each combat, gain 7 Block.

block

Ripple Basin

Uncommon
Colorless

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

block attack-combo

Self-Forming Clay

Uncommon
Ironclad

Whenever you lose HP in combat, gain 3 Block next turn.

block

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

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

Intimidating Helmet

Rare
Colorless

Whenever you play a card that costs [energy:2] or more, gain 4 Block.

energy block

Sturdy Clamp

Rare
Colorless

Up to 10 Block persists across turns.

block

Burning Sticks

Shop
Colorless

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

exhaust

The Abacus

Shop
Colorless

Whenever you shuffle your Draw Pile, gain 6 Block.

card-draw block

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

Sai

Ancient
Colorless

At the start of your turn, gain 7 Block.

block

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

Anchor???

Event
Colorless

Start each combat with 4 Block.

block

Daughter of the Wind

Event
Colorless

Whenever you play an Attack, gain 1 Block.

block attack-combo

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

Orichalcum???

Event
Colorless

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

block

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 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.