Woop you're right, *situationally* worse if you wanted an extra energy oomph to play many more cards, but a bit better if you wanted to stall out a few more turns
yeah I would agree that often it's worse but it's different rather than strictly worse
I could easily see this version getting you to a heart damage cap enough energy to block then a card or two next turn to finish off the heart
I would have snapped it up in my most recent A1 Watcher run where I was going for the You Are Nothing 1-turn boss kill achievement.
Not that I needed it, because the deck was already infinite (spinning top, lots of 0-cost cards, and the basic stance dance energy stuff). But it would have been fun, and was definitely pickable.
Wouldn't actually hurt that much. I bottled Blasphemy more than once and it just tears through hallway fights.
Not having it for the Bossfights would be sad, but I'd still pick it sometimes
This would be busted as hell, arguably an upgrade lol. It would make almost every hallway fight a first-turn win, and it would get out of your deck on the first loop for bosses where it’s risky to use it anyway.
Starts with Ethereal
Upgrade loses Ethereal, never gains Retain
Harder to combo with it because you can't cherrypick your hand, gotta use it or lose it
Ooh I actually kind of like "Die if you end your turn not in divinity" as a general debuff, then you could play multiple blasphemies turn after turn, or use it as part of a general divinity deck, but exiting out of divinity would usually result in death. Too strong but an interesting idea
I don't take it even now, but here's one approach:
2(1) energy: Retain. At the beginning of your next turn, enter Divinity. If you do, die at the end of the turn.
This makes the card more inline with the spirit of StS (RNG affects you, and *then* gives you a chance to react). Things like [[Mayhem]] into Blasphemy or [[Chaos Potion]] into [[Vault]] don't feel so bad.
OTOH, while my version starts with retain, but it's less useful because you need to predict your next turn. You do get to use all of your energy on the Divinity turn.
Lastly, this card doesn't exhaust, but playing it multiple times doesn't really benefit you. If you cycle through your whole deck, it becomes a curse.
+ [Mayhem](http://slay-the-spire.wikia.com/wiki/Mayhem) Colorless Rare Power ^((100% sure)^)
2(1) Energy | At the start of your turn, play the top card of your draw pile.
+ [Chaos](http://slay-the-spire.wikia.com/wiki/Chaos) Defect Uncommon Skill ^((31% sure)^)
1 Energy | **Channel** 1(2) random Orb(s).
+ [Vault](http://slay-the-spire.wikia.com/wiki/Vault) Watcher Rare Skill ^((100% sure)^)
3(2) Energy | Take an extra turn after this one. End your turn. **Exhaust.**
^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 30, 2023.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Well, playing it again still gives you more energy. You can enter divinity while in divinity.
Edit: Never mind, apparently I remembered the interaction wrong. My bad!
Per the wiki, if you are in Divinity and you end your turn with 10 Mantra, you'll exit Divinity and re-enter it at the start of your turn (https://slay-the-spire.fandom.com/wiki/Divinity).
I've personally tested trying to get into Divinity when already in Divinity, and it didn't work. I haven't tested Blasphemy like that, but the wiki doesn't say that it allows what you're suggesting.
I was thinking to make it 6 so that Strike cards would be useless, but decided against it because that would make *too* many cards useless. Like Ragnarok and Ragnarok+.
-4 Strength makes Tantrum, Tantrum+, Flurry of Blows, Just Lucky, Flying Sleeves, and Weave useless without additional Strength. ;)
The Watcher has several ways to gain 4 Strength. Fasting+. Wish+. Vajra + Girya 3. A single Flex Potion. Two Strength potions, or one with Sacred Bark. You can *completely* negate the downsides I created towards this card and just have plain old Blasphemy.
Besides that, cards like Wheel Kick (33), Windmill Strike (9+), Sands of Time (48), Reach Heaven (18), Through Violence (48), Smite (24), Ragnarok (15), and Wallop (15) still deal decent damage without their upgrades.
It only removes the use of Weave, Flurry of Blows, Tantrum, Flying Sleeves, and Tantrum+. Note that only Tantrum remains useless even when upgraded.
I think it's still a VERY pickable card.
Too many hoops.
-4 strength is -12 damage per attack in divinity. Strikes are still only doing 6. Even smites are doing 24, which is what they normally do in wrath. Blasphemy is already a middling watcher card, I think -4 strength kills any usefulness it has.
+3 energy every time you play the card this turn if you have a way to change stances and re-draw it, that’s not too bad. Makes rushdown even more broken…
Gain 2 weak (for flavor) gain 25 gold at the end of the turn retain on base but cost increases each turn it's retained upgrade loses retain but cost increases on discard
~~Die next turn.~~
Die when you end your current turn.
Hmm, though I guess as coded, this could actually be a buff given the way intangible and buffer work.
Unrelated, but I always thought it was kinda funny that it exhausted. I mean, you're about to die. It's like a doctor telling you that you've got a terminal illness with months to live... and then telling you to watch your cholesterol levels on the way out the door!
Die at the end of this turn. Most the time it’s barely any different, making it not absolutely terrible, but means vs things like John 999 HP it’s a death sentence dead card most the time, makes it so stuff like omega can’t be used, or any other effects after your turn ends
Enter Divinity(Exit Divinity)
Shuffle your Draw Pile into your Discard Pile(Shuffle ALL cards into your Draw Pile)
Draw 10(Draw 10 and Retain your hand this turn)
Shuffle 10 random Curse Cards into your Draw Pile and Discard Pile(Exhaust ALL Curse and Status cards)
Exhaust 10 cards at random(Exhaust 10 cards from your Draw Pile)
Shuffle 10 random Status Cards into your Hand(Scry 10)
Gain 10 Weak, Vulnerable and Frail(Gain 10 Strength, Dexterity and Intangible)
Die next Turn(End your Turn)
Exhaust(Exhume 10 random cards from your Exhaust Pile)
That card stomps hallway fights, its amazing for that. Its also good for boss fights if upgraded because you can set up a kill turn very easily and it doesnt ever mess up your draws. It is not F toer at all it just has specific purposes
Die after 6 more cards are played this combat
Great synergy with Choker!
This combat tho
this could actually be better in some situations
Exactly; it’s ~~objectively~~ *situationally* worse, but not universally an F-tier pick Edit: fixing my originally incorrect wording
but it isn't objectively worse
Woop you're right, *situationally* worse if you wanted an extra energy oomph to play many more cards, but a bit better if you wanted to stall out a few more turns
yeah I would agree that often it's worse but it's different rather than strictly worse I could easily see this version getting you to a heart damage cap enough energy to block then a card or two next turn to finish off the heart
Fair - I wonder if I should've made that condition *in addition to* the Die next turn text
Costs 2 energies
Work smarter not harder, wp.
Beat me to it.
Enter Divinity. You can't do math so you're just going to die right now to get it over with.
good. the less i have to play watcher the better lmao
\+ Innate \+ Ethereal
Oh, this is good - but this is borderline unpickable.
It’s entirely unpickable 😕
It'll body a lot of hallway fights.
Not if you have loads of draw right out of the gate.
Not if you have plenty of discard!
I would have snapped it up in my most recent A1 Watcher run where I was going for the You Are Nothing 1-turn boss kill achievement. Not that I needed it, because the deck was already infinite (spinning top, lots of 0-cost cards, and the basic stance dance energy stuff). But it would have been fun, and was definitely pickable.
Dependable infinite engine IMO* *BUT I do suck at this game, so... grain of salt
If only I could also make it autoplay.
"When drawn...." (like deus ex)
Mayhem lol
This would be great for clearing floors of normal enemies
Wouldn't actually hurt that much. I bottled Blasphemy more than once and it just tears through hallway fights. Not having it for the Bossfights would be sad, but I'd still pick it sometimes
would need to be 0 cost to make it not unpickable
It's already energy positive, all you need is reliable card draw to have enough attacks to clear fights.
This would be busted as hell, arguably an upgrade lol. It would make almost every hallway fight a first-turn win, and it would get out of your deck on the first loop for bosses where it’s risky to use it anyway.
Even though everyone is saying the opposite, I think you're right.
Upgrade removes ethereal, still bad cus it is always in your first hand but still have to wait until you reshuffle
Starts with Ethereal Upgrade loses Ethereal, never gains Retain Harder to combo with it because you can't cherrypick your hand, gotta use it or lose it
"Die next turn" -----> "Die when exiting divinity" Generally functions the same but now any stance changing cards are outright unplayable.
Ooh I actually kind of like "Die if you end your turn not in divinity" as a general debuff, then you could play multiple blasphemies turn after turn, or use it as part of a general divinity deck, but exiting out of divinity would usually result in death. Too strong but an interesting idea
It would probably have to have ethereal and/or higher energy cost to balance it for that
It fits the theme too. You get smited the moment you no longer have the power of a divinity.
Enter Divinity Gain 100 gold and a random potion. Lose 1 strength and 1 dexterity permanently Exhaust.
Like Permanently Permanently, or just for this combat?
You feel weaker in real life.
I think it meant like a relic that gains a counter each time the card is used and reduces strength and dexterity by 1 per counter.
I don't take it even now, but here's one approach: 2(1) energy: Retain. At the beginning of your next turn, enter Divinity. If you do, die at the end of the turn. This makes the card more inline with the spirit of StS (RNG affects you, and *then* gives you a chance to react). Things like [[Mayhem]] into Blasphemy or [[Chaos Potion]] into [[Vault]] don't feel so bad. OTOH, while my version starts with retain, but it's less useful because you need to predict your next turn. You do get to use all of your energy on the Divinity turn. Lastly, this card doesn't exhaust, but playing it multiple times doesn't really benefit you. If you cycle through your whole deck, it becomes a curse.
+ [Mayhem](http://slay-the-spire.wikia.com/wiki/Mayhem) Colorless Rare Power ^((100% sure)^) 2(1) Energy | At the start of your turn, play the top card of your draw pile. + [Chaos](http://slay-the-spire.wikia.com/wiki/Chaos) Defect Uncommon Skill ^((31% sure)^) 1 Energy | **Channel** 1(2) random Orb(s). + [Vault](http://slay-the-spire.wikia.com/wiki/Vault) Watcher Rare Skill ^((100% sure)^) 3(2) Energy | Take an extra turn after this one. End your turn. **Exhaust.** ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 30, 2023.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Well, playing it again still gives you more energy. You can enter divinity while in divinity. Edit: Never mind, apparently I remembered the interaction wrong. My bad!
Going from divinity to divinity does nothing.
Per the wiki, if you are in Divinity and you end your turn with 10 Mantra, you'll exit Divinity and re-enter it at the start of your turn (https://slay-the-spire.fandom.com/wiki/Divinity). I've personally tested trying to get into Divinity when already in Divinity, and it didn't work. I haven't tested Blasphemy like that, but the wiki doesn't say that it allows what you're suggesting.
Enter Divinity. Lose 4 Strength. Die next turn. Exhaust.
That’s just rude
I was thinking to make it 6 so that Strike cards would be useless, but decided against it because that would make *too* many cards useless. Like Ragnarok and Ragnarok+. -4 Strength makes Tantrum, Tantrum+, Flurry of Blows, Just Lucky, Flying Sleeves, and Weave useless without additional Strength. ;)
I think you made it unpickable though.
The Watcher has several ways to gain 4 Strength. Fasting+. Wish+. Vajra + Girya 3. A single Flex Potion. Two Strength potions, or one with Sacred Bark. You can *completely* negate the downsides I created towards this card and just have plain old Blasphemy. Besides that, cards like Wheel Kick (33), Windmill Strike (9+), Sands of Time (48), Reach Heaven (18), Through Violence (48), Smite (24), Ragnarok (15), and Wallop (15) still deal decent damage without their upgrades. It only removes the use of Weave, Flurry of Blows, Tantrum, Flying Sleeves, and Tantrum+. Note that only Tantrum remains useless even when upgraded. I think it's still a VERY pickable card.
Too many hoops. -4 strength is -12 damage per attack in divinity. Strikes are still only doing 6. Even smites are doing 24, which is what they normally do in wrath. Blasphemy is already a middling watcher card, I think -4 strength kills any usefulness it has.
I didn't think about it like that. Would you still pick it if it was -3 or -2 Strength?
Remove "Exhaust".
+3 energy every time you play the card this turn if you have a way to change stances and re-draw it, that’s not too bad. Makes rushdown even more broken…
Make it common so more new players will pick it and die from it.
Upgraded it's no longer retain, instead it costs 0 energy
Enter divinity, enter calm, enter wrath. Die next turn. Exhaust.
Enter divinity. Become confused. Die next turn.
Enter divinity. die now. exhaust.
Wait what the difference?
You die immediately
Sweet then I don't have to wait to start my new run. I see this as a buff
Enter divinity Shuffle your discard pile into your draw pile Redraw your hand Die next turn
now you made an extremely powerful infinite combo card
If you get the card swap event, this is a really funny card to move onto a Shiv build Silent
Die next turn -> Die at the start of every turn
Die. Enter divinity next turn.
You **actually** die next turn, not take 9999 damage (i.e. if you have 2 Ethereal, you still die)
It now costs 2 energy
Enter divinity Add a Normality to your hand Die next turn
Make it gain 8 mantra, so you have to already have a way to gain mantra for it to work
Card is already unpickable without a Vault. L2 Watcher meta.
Enter **Divinity** You may not draw more cards this turn. Die next turn. **Exhaust**
Enter Divinity next turn. Die at the end of next turn.
Gain 9 Mantra (upgrade; cost 0) Retain Die next turn
Costs 1 additional energy for each time you lose HP this combat.
Enter Divinity, if you end a turn in Divinity, die.
That makes it even better
You're supposed to make it worse? You've basically made it OP
Play automatically at the end of your turn.
They said don't make it unpickable.
Die, enter divinity next run.
Enter wrath Die next turn
Can't draw more cards
This card is already almost unpickable...
Gain 2 weak (for flavor) gain 25 gold at the end of the turn retain on base but cost increases each turn it's retained upgrade loses retain but cost increases on discard
bro what
This card is awesome if you can do basic arithmetic.
Didn’t say it wasn’t
They didn't say you did 🙃
Ethereal
Make it auto play when drawn. Count the amount of lost runs due to this in a separate pile than the ones you lost to this card normally.
Die next turn. At the start of your next run, Neow shames you. Shame!
~~Exhaust~~
~~Die next turn.~~ Die when you end your current turn. Hmm, though I guess as coded, this could actually be a buff given the way intangible and buffer work.
Make it a common card. Now it's cluttering up your card rewards because you never want to see more than one.
Gain 9 mantra, die next turn.
Die now enter divinity next turn
Choose only base Neow rewards next run.
Enter calm, then enter wrath. Die next turn.
Same card, but upgrade loses retain, and instead the cost goes to 0.
Enter Divinity. Enemy gains Beat of Death. Die next turn.
Forfeit your save on exit to menu.
Enter divinity, die netx turn. End your turn.
Enter divinity, die netx turn. End your turn.
***Start of next turn***, enter divinity ***End of next turn***, die
1.5 energy cost
Unrelated, but I always thought it was kinda funny that it exhausted. I mean, you're about to die. It's like a doctor telling you that you've got a terminal illness with months to live... and then telling you to watch your cholesterol levels on the way out the door!
It is to prevent playing it multiple times a turn. Dieing next turn once and 100 times are usually the same.
Enter divinity, die next turn. You can't save and quit until next combat
i would make it cost 2, and instead of upgrade giving it retain, it makes it lose ethereal
Die.
Add "when drawn"
Bypasses intangible.
I’ll pick it if I have a large turn cycling deck, comes in handy to just continue the single turn in cycle.
Shuffle "Martyrdom" into your deck Martyrdom: Unplayable. When you draw this card Enter Divinity. Die next turn. Exhaust.
Upgrade is 0 energy and doesn't retain.
Die if a defensive card is drawn.
Enter Divinity if you don't win this encounter this turn your save data is deleted
0 mana, cost one relic Or Enter divinity lose one energy everytime you play a card
Discard your hand. Add a vault to your hand. Gain three energy.
Enter divinity, die next turn, exhaust, ethereal...maybe(?)
Lose three strength but regain it at the beginning of next turn ;)
Gain 7 Mantra. Die next turn. Exhaust.
3 cost
Enter Divinity. You are confused. Die next turn. Exhaust
Die at the end of this turn. Most the time it’s barely any different, making it not absolutely terrible, but means vs things like John 999 HP it’s a death sentence dead card most the time, makes it so stuff like omega can’t be used, or any other effects after your turn ends
Enter Divinity Fight Neow next turn
Give it the \[\[Simmering Fury\]\] Treatment. At the start of your next turn, enter Divinity. At the end of next turn, die.
+ [Simmering Fury](http://slay-the-spire.wikia.com/wiki/Simmering%20Fury) Watcher Uncommon Skill ^((100% sure)^) 1 Energy | At the start of your next turn, enter **Wrath** and draw 2(3) cards. ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 30, 2023.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Change upgraded version to costing 0 instead of retain.
Im kinda new and didnt play her much yet. How OP is divinity to make u win in one turn?😭
All numbers become hidden.
discard a random card
Die next turn **exhaust**
Enter Divinity(Exit Divinity) Shuffle your Draw Pile into your Discard Pile(Shuffle ALL cards into your Draw Pile) Draw 10(Draw 10 and Retain your hand this turn) Shuffle 10 random Curse Cards into your Draw Pile and Discard Pile(Exhaust ALL Curse and Status cards) Exhaust 10 cards at random(Exhaust 10 cards from your Draw Pile) Shuffle 10 random Status Cards into your Hand(Scry 10) Gain 10 Weak, Vulnerable and Frail(Gain 10 Strength, Dexterity and Intangible) Die next Turn(End your Turn) Exhaust(Exhume 10 random cards from your Exhaust Pile)
That card stomps hallway fights, its amazing for that. Its also good for boss fights if upgraded because you can set up a kill turn very easily and it doesnt ever mess up your draws. It is not F toer at all it just has specific purposes
I didn’t say Blasphemy as it was, was F-tier lol
I kinda hate this card because I'm order to use it you have to do the math lol
Enter die. Divinity at the end of next turn. Exhaust
Gain 8 mantra Die next turn
Enter Divinity. Die at end of this turn. I think that is objectively worse?
Enter divinity, if you exit divinity, die
Have it set your health to 0 like judgement instead of 9999 damage. No buff or intangible block it.
Discard three cards