Arcana Card
The Centaur
Grasp
0
Effect
Many of the greatest heroes mortalkind has to offer have in common his patient instruction.
Ashes unlock these cards, but Grasp decides how many you can run
Data from build 23661331, updated
25 Arcana Cards make up Melinoë's tarot deck; Ashes buy the unlock for each one, but switching a card on instead costs Grasp, and that budget decides what a build can run. Heavy hitters like Death and Origination cost 4 and 5 Grasp apiece, so a pool built early in a run rarely stretches past two or three cards active at once. A handful of cards skip that cost entirely by meeting an Awakening, a specific spread of other active cards rather than a Grasp payment. Every card also climbs to rank 3 through Consecration of Ashes, spending Card Upgrade Points earned on runs, and the final rank on several locks behind a specific boss kill. Unlock wide early since Ashes are cheap; spend Grasp narrow, since two cards you build around beat five that just sit there active.
Every card you switch on eats into the same Grasp pool, and that pool caps how many can run at once. Six cards dodge the Grasp cost entirely through an “Awakening” instead. The Centaur, for one, demands cards active at every Grasp cost from 1 through 5, and once you meet that, it turns on for free.
Every card caps at rank 3, and “Consecration of Ashes” is the incantation that gets it there. Early ranks only cost Card Upgrade Points picked up during runs, but the final rank on plenty of cards also demands a specific boss kill first.
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Arcana Card
Grasp
0
Many of the greatest heroes mortalkind has to offer have in common his patient instruction.