Decks

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Decks are accumulated over the course of the game and include countless spells that you can use in order to defeat your foes. Spells are constantly rotated into your active slots out of your deck. At any time you can shuffle your deck, rather than expending your precious mana reserves.

Mechanics[edit | edit source]

For every 5 spells you have in your deck, you gain 0.1 ManaRegen.pngMana Regen. This bonus is capped at 0.3 Mana regen, or 15 spells.

Deckbuilding[edit | edit source]

Click here to add a strategy!


Kunai Deck[edit | edit source]

Infobox Spell Brand Slashfik.png
Infobox Spell Border 0.png
0
Kunai.png
Throw a knife up to 4 tiles away. Consume.pngConsume.
30

The Kunai.pngKunai deck is a straightforward, but powerful build that can get you through every type of run, without relying on luck at all, as it's very consistent, and doesn't need a lot of cards to work fine. As soon as you have CollectRing.pngCollect Ring, you're virtually good to go. The other spells and artifacts are just bonuses.

Strategy and Synergy[edit | edit source]

All the strategy revolves around adding as many Kunai.pngKunais as you can into your deck, and releasing lots of them on your foes when you feel the time is right. For that, you will need 3 to 4 of the spells that generate Kunai.pngKunais, the most important one being CollectRing.pngCollect Ring. As you'll run through your deck, at some point you'll come across CollectRing.pngCollect Ring. Do not cast it, keep it in your hand until every other spell has been used. And while you play your cards, your deck will be filled with Kunai.pngKunais. When your deck only contains Kunai.pngKunais and CollectRing.pngCollect Ring, that's the moment you'll tear your enemies to bits. It's really not uncommon to finish bosses that are around 1kHP just by spamming your Kunai.pngKunais into their face.

As you're basically spamming "low" damage spells (not that low in fact, but still, you're spamming), one thing that synergizes well with this deck is SpellPower.pngSpell Power. It's really worth considering going into Convergence.pngConvergence, mainly to get Focus.pngFocus. The other thing that works great with SpellPower.pngSpell Power is Minigun.pngMinnie Gun, obviously. So looking for it might be a good idea, too.

Aside from that, if you're going for a Genocide run, you might have trouble dealing with your HP, not being able to regenerate by sparing bosses. In these kind of runs, adding some Miseri.pngMiseri healing spells helps a lot. And if you got the awesome ShadowToxin.pngShadow Toxin artifact, adding some Poison.pngPoison cards could be nice.

So the general strategy I recommend is :

  1. Double focus on Slashfik.pngSlashfik until you get at least CollectRing.pngCollect Ring, and most of the time you'll get MatKunais.pngDoubletake and Swipe.pngSwipe before, you should take them both.
  2. Focus on Convergence.pngConvergence and Hexawan.pngHexawan to get Focus.pngFocus and Minigun.pngMinnie Gun, which are both Common spells.
  3. If you're on Genocide, go for some Miseri.pngMiseri healing spells like Leech.pngLeech or Devour.pngDevour.
  4. You can either go back to Slashfik.pngSlashfik to look for Scavenge.pngScavenge which is a fine addition, or go get your favorite staple spells, but don't add too much of them. You don't want to have to your Kunai.pngKunais lost in at the end of a 30 cards deck.

For the Artifacts, almost every Kunai.pngKunai centered artifact is good, except for GripTape.pngGrip Tape. Just avoid this one. The ones to aim for are those that trigger on Consume.pngConsume as you're consuming every Kunai.pngKunai you throw. The ones that trigger on shuffling might sound like a good idea, but it's not that efficient, as you'll be shuffling less and less as long as the run go on. And of course, ShadowToxin.pngShadow Toxin and Ninjutsu.pngNinjutsu are just awesome. Take these.

Spells[edit | edit source]

Core build[edit | edit source]

The one and only. You'll throw many of those puppies. It deals 30 damage on up to 4 tiles, for 0 mana. It's as simple as that.
A must have. Gives you one Kunai.pngKunai per 2 seconds. It might not seem much, but it stacks rather fast. It gets better if you get the +1 Kunai upgrade, though. It should always be the last card you use in your deck before shuffling.
That's a good one. It only gives one Kunai.pngKunai, which is not much, but it deals damage, so it's okay. I don't recommend spending upgrades on it, though.
Now this one is better. It simply gives you 2 Kunai.pngKunais. Getting a Doublecast upgrade on it is always nice.

Good synergy[edit | edit source]

Focus and SpellPower.pngSpell Power in general is beneficial for your whole build. Getting 10 SpellPower.pngSpell Power get your Kunai.pngKunais to 40 damage, which is already a whole lot of bonus damage. Adding things like PowerShard.pngPower Shard or CardThrower.pngCard Thrower, you can raise that to 70 damage. And it can escalate even further rather easily. And if you're going for SpellPower.pngSpell Power, then Minnie Gun is an obvious pick.
You should mostly take then on Genocide runs, in which you can't heal easily. But even on other routes it's always useful. Plus they're all Consume.pngConsume spells in case you get Scavenge.pngScavenge !
These one are moslty useful if you manage to get ShadowToxin.pngShadow Toxin. Don't get too many Poison.pngPoison spells, you don't want to overload your deck.

Finishing touch[edit | edit source]

This is an awesome spell, but it's too rare to rely on it. Don't try to get it, but if you do, damn, go for it. It gives one Kunai.pngKunai for every spell you consumed during the fight. It can go out of control very quickly. As it is a Calamity spell, you'll probably get it around the end of your run.
If you're playing with SpellPower.pngSpell Power, this one is insane, and can deal huge amount of damage.
This one can basically fit in almost any deck. We're playing some Convergence.pngConvergence spells here, so if you find one, do not hesitate. And Doublecast it.
Another broken spell that scales insanely well with SpellPower.pngSpell Power. Fair warning though : if you play this one, you'll never get to your Kunai.pngKunais in monster fights, they'll die with this spell.

Artifacts[edit | edit source]

First of all, there isn't any mandatory Artifact needed for this deck to work. BUT, some of them might break the game.

Broken ones[edit | edit source]

Yup, you get this one, it's over. You'll never shuffle your deck again, and you can just spam your knives until everyone is dead and buried.
The Poison.pngPoison on your Kunai.pngKunais really gives a lot of bonus damage. Add some good Poison.pngPoison spells with that, and you'll destroy everything.

Decent ones[edit | edit source]

Artifacts that deal bonus damage when you spam spells or consume cards.
Gives you 20 Shield every time you consume a Kunai. You can actually build shield faster than some bosses can damage you with this.
Straight SpellPower.pngSpell Power. Glass Cannon's effect will last the entire battle, but Fragile.pngFragile only lasts a single hit.

Jam Deck[edit | edit source]

Infobox Spell Brand Doublelift.png
Infobox Spell Border 0.png
2
Jam.png
Does nothing. Anchor.pngAnchor. Consume.pngConsume.
We got a real jam goin' down
0

A deck focused mostly into adding as much Jam.pngJam in your main deck for the purpose of powering up JamSlam.pngJam Slam and JamCannon.pngJam Cannon. Not that easy to pick up at first, this setup becomes doable late game after attaining either Jam Slam or Jam Cannon. While not beginner-friendly, it is pretty powerful at the late-game, once you manage to pick up the right spells and artifact combos.

When there are only Jam left in the deck, Shuffle.pngShuffle to take back your main trigger cards (Jam Slam/Jam Cannon).

Strategy and Synergy[edit | edit source]

Main focus of this deck is to attain as much Jam as possible while having a Jam Cannon or Jam Slam in your main spell slot. The jams may be used as an ammo source for those spells. If lucky enough, you an finish off your targets before reaching the "bottom" of the deck, that is, when only Jam remains. For this to work, it is mandatory to get either: JamSlam.pngJam Slam or JamCannon.pngJam Cannon, without either of those two spells this deck will not work out.AmbientBurst.pngAmbient Burst can complement the deck to some level, acting as a second Jam Cannon once you cast it in the fight, however, it must be cast before Jam cannon since it will add one extra shot, though dealing much less damage for 3 more mana.

When starting up, do the following as soon as possible:

  • Set both focuses to Doublelift.pngDoublelift to increase the chance of finding both: Jam Cannon and Jam Slam
  • The two non-jam spells: DeckSlam.pngDeck Slam and AmbientBurst.pngAmbient Burst complements this build well.
  • TimeSlow.pngTime Slow or TimeStop.pngTime Stop can be taken to be used for support in dire situations, or to line up the Jam Cannon more accurately.Both of them belongs to Doublelift, so you can keep up this focus setup even beyond the mid-game.

Spells[edit | edit source]

Core Build[edit | edit source]

In this deck, the Jams will be your "Ammo" for use with the Jam Cannon and Jam Slam.
One of the main weapon to use Jams for. Will be fired 4 tiles away, so precise aiming is necessary.
The second main weapon for the Jam Deck. Fires up one projectile for each Jam in your inventory, but Anchor.pngAnchor the player, restricting movement. Best used when the target is standing still or under the effect of Root.pngRoot.
Skewer is a free-cost beam that hits all enemies in a line and adds one Jam to the deck. Easy to use up and will aid in adding as much Jam in your deck as possible.

Good Synergy[edit | edit source]

Will increase your maximum mana and give you one extra Jam.
Like Skewer, will fire a piercing laser thrice and adds 2 Jam for the deck.

Artifacts[edit | edit source]

There are some artifacts that complements this deck nicely.

Manajam is just a must-pick for this deck, the increased mana regen comes in handy while adding 3 Jams for your main spells!
Reduces the cost of casting your Jam. If there are Jam blocking the access to your main spells, it will come handy in making their cost more manageable.
Chalice or Virtue, when combined with Blueberry Jam, will allow the player to dispose of Jam cards very quickly, saving up precious time to reach the main spells.
Just like Blueberry, if you need to cast your Jams to free up your spells, you will gain a small amount of shield to block future damage. With high enough ManaRegen.pngMana Regen you may even do this on purpose to rack up high amounts of Shield.pngShield.
Much like Gelatin, these artifacts can be used by purposefully spending your Jams to deal damage.
Duel Disk can be useful or dangerous to pick. The instant Shuffle.pngShuffle time is a massive bonus while also adding Jams, but through the battle the Jam cards may block the path to Jam Slam and Jam Cannon, forcing the player to cast them. The player would be forced to cast the Jams anyway since Duel Disk prevents manual Shuffling. When combined with Gelatin, Blueberry Jam and Chalice, this artifact becomes purely beneficial, if not game-breaking.

Poison Deck[edit | edit source]

Infobox Spell Brand Miseri.png
Infobox Spell Border 1.png
0
Detox.png
Dmg everyone for double their Poison.pngPoison, remove their poison.
Maple syrup, lemon juice, cayenne pepper and water
0

A deck with emphasis on dodging and letting the Poison.pngPoison stacks do the work. Since the Poison ignores Shield.pngShield, enemies with several artifacts or at later tier will become easy to manage, provided you get the right spells and artifacts combos. Detox.pngDetox can be used as a "Trigger", to detonate the poison stacks, which commonly reaches 200+ stacks in a pinch. This is a strong deck to use with Violette, in any of her kits (Doubletime or Aria, both of them synergyzes well with her).

Take note that this deck is a kind of a pain & gain one - while you will be dishing out damage over a long period of time, sometimes you also have to tank a few shots, especially if there is no room to move around. For this reason, later on, consider picking up some defensive cards from Phalanx.pngPhalanx.

Strategy and Synergy[edit | edit source]

Try to always apply at least a few poison stacks on your targets, it will be the poison that will do the damage for you, while the poison does their works focus on dodging enemies projectiles and avoid getting hit. If possible keep some Shield.pngShield up (Violette's starting kit, Doubletime, allow you to recover 60 Shield easily) and don't stop moving, unless if necessary. Once you're satisfied with the poison stacks, quickly cast Detox.pngDetox to detonate their poison and deal ridiculously large amounts of damage. Takes a little bit of practice to play it well and requires keen reflexes and fast thinking, using Doubletime Violette is recommended for a safe playthrough, while Aria Violette can take a more risky approach thanks to her Fermata.pngFermata, allowing a high-risk, high-reward playstyle for experienced players.

When starting up, do the following as soon as possible:

  • Set both focuses to Miseri.pngMiseri first to attain the few poison spells.
  • With enough poison spells to boot, shift both focuses to Phalanx.pngPhalanx to get some defensive spells instead.
  • Do not fill your deck with too many unnecessary cards, a source of healing and shield cards such as Forte.pngForte, ShieldsUp.pngShields Up and CounterStrike.pngCounter Strike may suffice.
  • Later on, you can re-shift your focus towards Slashfik.pngSlashfik to get a Kunai-engine to use against a boss for some damage before the poison kick in. Again, do not fill up with too many cards, a CollectRing.pngCollect Ring and Swipe.pngSwipe suffice.

Spells[edit | edit source]

Core Build[edit | edit source]

Anubis is a cheap way to poison all targets in the field without the need to aim, so you can dodge freely and cast it at the same time.
To detonate all Poison stacks from all targets, dealing twice the value of their poison stacks as damage!
Like Anubis, you will be able to hit random targets at the enemy side without the need to aim, so you can shift your focus to dodging. Will linger for a while, so it is likely to hit enemies/bosses that retreats back to their playfield after attacking the player's side. Main downside is the 3 Mana.pngMana cost.
Sludge Bomb is a strong spell that can build Poison.pngPoison stacks really fast. The high mana cost pays off when fighting stationary enemies, to rescue hostages in some scenarios. Is fired forward 4 tiles and follows the player's movement, so you can use to "Carpet Bomb" the enemy field, guaranting at least one hit.

Good Synergy[edit | edit source]

Venoshock can easily kill down targets with high poison stacks when used with the right timing.
Applies 100 Poison (200 when Fragile.pngFragile), the highest amount in one go. When playing with Doubletime Violette, she can quickly apply the Fragile stack for the increased poison efficiency.
Can be used as an initiator, with the poison spreading to nearby Beings. Particularly useful in zones with too many enemies or bosses that summon structures or minions.
Use it for a 100 Health-icon.pngHeal when executing a target.
Rest in a safe position to recover a bit of your HP. In zones where the enemy can't reach you, use it for a free heal without a hassle. Try to cast Rest as much as possible to always keep in fit condition for boss fights.

Synergy (Aria Violette)[edit | edit source]

Synergizes with her Fermata.pngFermata well, making this deck a strong option for Aria Violette players.
Combine Acid Rain with her fermata to deal some sort of damage while you stand still. Acid rain may also be used with other characters, but there will be situations where there will be no breathing room due to the high amount of attacks to dodge.

Artifacts[edit | edit source]

There are some artifacts that complements this deck nicely.

Very strong catalyst, since you will passively generate Shield each time poison damage is dealt. In the best scenario you can amass huge amounts of shields within second when quickly casting the poison spells and detonating with Detox later to re-apply more poison and keep chaining Shields around. Doubletime Violette can do a jump-start with 60 Shield.
Will mostly only strenghten this deck due to the many instances the player will be hitting the targets, Anubis by itself is a free hit, and most other spells will gain a small increase in poison power.
In the last levels, once you build a Kunai-engine, this will allow you to chain poison with the kunais generated.
Ensure that all enemies will always stay with a minimum of 10 Poison, so they will always take passive damage over time. Also affects self, but Aria Violette can turn things around
Applies 20 Poison at the start of battle to all enemies. Combos with Resistant Strain and can be a kickstarter for poison combos.
Passively strengthen your poison spells with 5 bonus damage, working as a pseudo-SpellPower.pngSpell Power.
Worthwile to bring with Doubletime Violette, since she has many interactions with Fragile.pngFragile stacks and the increase in spell power comes nicely.

Flame Deck[edit | edit source]

Infobox Spell Brand Anima.png
Infobox Spell Border 1.png
0
Ember.png
Create a Flame.pngFlame 4 tiles away.
A snap of the fingers.
10

A kind of strange and awkward deck at first, but becomes priceless in the late game. One of the main emphases of this deck is to fill the enemy field with Flame.pngFlame. Since Flame damage ignores Defense.pngDefense, it is a very strong anti-tank deck, and is particularly effective against the Gate.

Pyro Terra starts with Combust.pngCombust, Citrine.pngCitrine, and Terraflare.pngTerraflare, which provide an excellent foundation for a Flame deck.

Strategy and Synergy[edit | edit source]

This deck has a hybrid between direct damage from the spells themselves and the Flames created by them, which will passively deal damage over time. Due to the aforementioned effect on Defense, in Hell Pass or in late levels some enemies have high defense and the Flames can quickly make short work of them. Bosses also possess some defense, and as such, the Flames will help against them as well (aside from Selicy or Shiso, since they are highly mobile and invade the player's field quite often).

The main problems are the relatively low damage and the risk of friendly fire that this deck poses, but if you can work around these flaws, you can pull out incredible payoffs.

When starting up, do the set-up:

  • Set both focuses to Anima.pngAnima, since Flame spells belong almost exclusively to this brand.
  • Taking Chest Zones can be useful, especially if several of those zones are present on the path.
  • The F (Flame) upgrade can make some non-flame spells synergize with most artifacts of this deck and improve the Flame chance of the main spells.

Spells[edit | edit source]

Core Build[edit | edit source]

Ember is a free spell to cast and can be used as a firestarter for your combos. With the L (Flex) upgrade you can passively increase your Health-icon.pngMax HP over time.
Acts as the "trigger" for this deck and can be really powerful if the enemy field is full of Flames.
Rage can quickly become a strong spell once you settle up Flame tiles.
Like Rage, this spell can be really strong once enough Flame tiles are set up.
Spawns Flames across an entire row. If laid on the first row, using Salamander shortly after will fire one shot in each row, guaranteeing a hit on most scenarios. Also highly effective against the Gate.
Cast it to spread your flames and proc various effects from artifacts and to create combos with other spells.

Good Synergy[edit | edit source]

SpellPower.pngSpell Power also affects flame damage, increasing the strength of this deck.
Useful for this deck, as with most other decks that relies on some sort of effect. The secondary Fragile.pngFragile and Root.pngRoot can also give some aiding in some situations.
If you want to take a ring spell, this one may help you the best thanks to the high spell power boost.
Any other Flame.pngFlame spells such as CarpetBomb.pngCarpet Bomb, StormFire.pngFirestorm, Wildfire.pngWildfire, RingOfFire.pngRing Of Fire and Flamberge Fix.pngFlamberge.

Artifacts[edit | edit source]

There are some artifacts that complements this deck nicely.

This will be one of your main passive Shield.pngShield giver, increasing your defenses simply by attacking the target and laying down flame tiles.
Great way to passively generate mana with your flame spells, with some of them (like Carpet Bombing or BackBurner.pngBack Burner) quickly restoring a high portion of your Mana.pngMana.
Thermite is a strong artifact to pick up because each flame will reduce the target's defense, and in the event of negative defense points they will take increased damage. This is a real strong catalyst for this deck when using it against the Gate.
Pet dragon can help the player out by setting additional flame tiles, bu be careful not to settle them on your side of the field.
Thorn synergizes well with Molten Core, since you can easily rebuild the shield lost by applying more flames on the opposing field, and the 5 SpellPower.pngSpell Power will greatly improve this deck offensive potential.

Flow Deck[edit | edit source]

Infobox Spell Brand Hearth.png
Infobox Spell Border 1.png
2
EarthPrayer.png
Flow.pngOn Flow, restore 4 Mana.pngMana. Gain 4 Flow.pngFlow.
0

Flow.pngFlow decks focus on casting spells to gain Flow, and Flow.pngFlow Casting spells to gain powerful effects.

Strategy and Synergy[edit | edit source]

Flow.pngFlow decks have access to some incredibly powerful effects if you keep your deck streamlined. They have cheap damage spells like Tremor.pngTremor and Fracture.pngFracture that lead into stronger attacks like RockTomb Fix.pngRock Tomb and Waterfall.pngWaterfall, Mana generation from EarthPrayer.pngEarth Prayer, and eventually an infinite supply of EternityCannon.pngEternity Cannons, if you happen to find the spell for it.

Not only does a Flow deck need spells that can be Flow.pngFlow Cast, but it wants to avoid too many spells that don't use or generate Flow, because they'll waste your Flow stacks. This means that you want to keep your deck relatively small, and that Jam.pngJam and Kunai.pngKunai probably shouldn't be run in Flow decks at all. You have some room for a handful of strong spells you happen to find, but don't bloat your deck, either.

In general, focus Hearth, dabble in Kinesys, and then transition into Glimmer if you want to gun for EternityCannon.pngEternity Cannon and some other good damage spells like StormGlitter.pngGlitterstorm.

Spells[edit | edit source]

Core build[edit | edit source]

Does decent damage and generates 2 Flow. Useful whether you need Flow, or already have some.
At its worst, it's a 140 damage spell for 1 Mana that cracks your tiles. Troublesome, but when you Flow Cast it, it fixes your tiles instead.
As long as you Flow Cast it, you spend 2 Mana and 1 Flow to gain 4 Mana and 4 Flow.
Simple 200-damage projectiles with benefits if you Flow Cast them - Coldstone does an extra 40 damage, and Flint Shot doesn't do 40 less damage on its next cast. Get at least one, but ideally have both. Useful throughout the whole run, though you might want to consider upgrading Coldstone and trying to lower the Mana cost.
Deals 60 damage and returns to your deck when Flow Cast. This is deceptively good - after you've cast it, it becomes the last card in your deck, and so when you only have one card left, you can cast it repeatedly for as long as you have Mana and Flow. This turns it into a sort of low-investment Kunai spell that won't fill up your deck when you decide to shuffle.

Good synergy[edit | edit source]

Fairly strong spells, worth running in any deck, but they also generate Flow when you use them.
Fires 100 damage homing missiles that pierce shields if you have Flow. Expensive to cast, but very worth it. A good choice for your Upgrades, either to lower its cost or to add more shots. Getting X (ExtendedMag) on this spell is the one exception to avoiding Jam.pngJam effects - absolutely grab it if you can.
Shoots a projectile 4 tiles away for every Flow stack you have, and gives you a Flow stack every time one hits. The projectiles don't fire all at once, so you won't hit all of them, but it's good burst damage.

Finishing touch[edit | edit source]

Fire a 40 damage shot every second for the rest of the battle. Amazing on its own, but if you Flow Cast it, you also get the spell back, and can keep using it.

Artifacts[edit | edit source]

Every spell gives you Flow. There's a small ManaRegen.pngMana Regen downside, but the upside is that you will never run out of Flow, ever. This is stupidly good, and renders many of your Flow-generating spells like Undertow.pngUndertow and Tsunami.pngTsunami obsolete.
50% chance to Flow Cast twice. As a caveat, some Flow Cast spells like Tremor.pngTremor and FlintShot.pngFlint Shot don't get any useful effects from this, but it's nice to have on spells like Fracture.pngFracture and ColdStone.pngColdstone.
Restore 0.5 Mana every time you Flow Cast. Self-explanatory, and useful in any Flow Deck.
Gain 2 Flow when you shuffle. Easy to get in the early game, and excellent for maintaining your Flow even when you don't know what's going to be at the top of your deck.
Give you stat boosts when you have Flow. Very economical if you can maintain your Flow - SpellPower.png4 Spell Power and Defense.png5 Defense is nothing to scoff at.

Building Spam Deck[edit | edit source]

Infobox Artifact Border 2.png
HexBadge.png
Gain 40 Shield.pngShield when you Summon.pngSummon something.

The Building spam Deck works best with Build Hazel, since you can get HexBadge.pngHex Badge, which makes building spam at least double as strong. It focuses on, what a suprise, on spamming out as many Structures and camping out behind the Structures until eventually the shots from BlastCrystals.pngBlast Crystals, BeamCrystals.pngBeam Crystals or other Structures kill the Enemies.

Strategy and Synergy[edit | edit source]

The whole strategy is to camp behind your Turrets or other Structures until the Enemies eventually die. There are no Keycards when playing as Build Hazel, just pick up every Spell that says Summon, even ones that may not seem fitting, like BladeBayToss.pngBlade Bay, since they all trigger HexBadge.pngHex Badge, giving you extra protection. Not playing as Build Hazel isn't recommended, since the player gains a lot of Shield.pngShield through HexBadge.pngHex Badge. This makes Deckbuilding also a lot worse, since you need to watch out that your Deck isn't too expensive.

The general strategy is basically: - Start with focusing Hexawan.pngHexawan since there are most of the structure related spells and Phalanx.pngPhalanx fo extra protection. - Pick up every Summon related spell and close Range spells.

There isn't any Synergy with artifacts besides HexBadge.pngHex Badge. The artifacts that are always good help, but aren't necessary.

Especially as Hazel, you should see this deck rather as a Engine than a whole deck. Adding spells or other strategies into this deck works sometimes, but not always.

Spells[edit | edit source]

Core Build[edit | edit source]

Literally any Spell related to summoning. Pick 'em all up.
As many defensive spells as possible. They work well with a campy playstyle.

Other helpful Spells[edit | edit source]

Great combo potential with BlastCrystals.pngBlast Crystals to deal damage, regenerate Mana.pngMana and gain Shield.pngShield.
Deals a ton of damage, but is rather hard to hit, since you have to think a lot. And by that I mean a lot lot.
Deals a lot of damage, covers a whole row and summons more SumWall.pngWall to destroy with Salvage.pngSalvage. Great spell to pick up, tho it's pretty rare.
Great Short Range spell to destroy Structures in front of you if you need to get out of a corner.
Gets stronger the more Structures are on the field. Is up to preferation if you want to take it, since most times you destroy your structures instantly
Great combo potential when used directly after a low cost structure, like SumWall.pngWall to deal 100dmg for 1 Mana.pngMana.
Every Spell that only affects the Enemy and doesn't need to fire shots, like Anubis.pngAnubis or Blackout.pngBlackout.

Trinity Deck[edit | edit source]

Trinity decks use the Trinity.pngTrinity mechanic to give their spells TrinityCast.pngbonus effects.

Strategy and Synergy[edit | edit source]

Unlike a Flow.pngFlow deck, Trinity.pngTrinity decks don't need to be almost exclusively Trinity spells to function. You keep your Trinity stacks until you use them, so even one Trinity card will eventually get its TrinityCast.pngTrinity Effect. This means Trinity mixes well with other strategies.

Doubletime Violette is probably the best Trinity user, since she starts with ManaSteal.pngMana Steal and her Grace.pngweapon can fill her Trinity stacks at will. Chrono Saffron is also excellent, since she starts with a Minigun.pngMinnie Gun and her Wristwatch.pngWristwatch can help you line up Trinity casts. Build Hazel also starts with a Minigun.pngMinnie Gun and appreciates SpellPower.pngSpell Power, so mixing Trinity into her deck is a good option.

Focus Convergence.pngConvergence, but Doublelift.pngDoublelift has some good resources, too - particularly Trisect.pngTrisect.

Spells[edit | edit source]

Core build[edit | edit source]

Probably the bread-and-butter Trinity spell. A 1-Mana projectile that does an additional 350 damage four tiles in front of you when you TrinityCast.pngTrinity Cast it.
Read its effect as "If Trinity is full, deal 540 damage to 1 tile in front of you and refill your Trinity." Without Trinity Cast, this is a mediocre 60 damage projectile for 3 Mana, so consider upgrading it - M (ManaRe) and Y (Refund) make it more economical, and V (Shot) and R (Fragile) boost its damage even further.
As long as you land it, it's a 120 damage projectile for 0 Mana. With Stoplight.pngStoplight, it becomes easier to land, and if you want to be extra cautious, you can cast it while moving vertically to fire each of your shots down different rows. Easy to get, powerful in the early game, and worth keeping around.
Free Trinity.pngTrinity and free SpellPower.pngSpell Power. Probably shouldn't be Legendary rarity.
Get 1 Trinity for 1 Mana, and TriForce.pngTri Force's 3 SpellPower.pngSpell Power gives this an extra 36 damage per use - 72 if you Trinity Cast it.
Refill 2 Mana and gain 1 Trinity, if you can afford to stand still for half a second. Pairs very nicely with TriShot.pngTri Shot and ManaSteal.pngMana Steal, since they have high costs and Trinity effects.

Good synergy[edit | edit source]

High-damage spells like TriRag.pngTri Rag get tons of mileage out of Fragile.pngFragile, but spells like Minigun.pngMinnie Gun will waste its effect. Run by preference.
Helps build your Trinity stacks and manage your deck. Every spell that can be TrinityCast.pngTrinity Cast also gives you a stack of Trinity.pngTrinity on use, so if you draw one of them with no easy way to get more Trinity, you can cast it and then use Echo. Also lets you Trinity Cast TriShot.pngTri Shot twice in a row. In general, Echo lets you see the best spells in your deck more often.
Root.pngRoot and Chrono.pngChrono effects will help you land your strongest spells. You'll probably run into Boomerang.pngBoomerang while focusing Convergence.pngConvergence, but its high cost can be bothersome.
This can be a good way to fill up your Trinity.pngTrinity stacks with a single spell, it can't use up your TrinityCast.pngTrinity Cast if you use it carelessly, and it does 240 damage under ideal circumstances, but it requires you to stay in your row for several seconds, which is a good way to get hit, and there's no guarantee that your opponent will stay in the same row for several seconds, either. Run by preference.

Finishing touch[edit | edit source]

A piercing laser that does bonus damage equal to 1/3 of your target's current HP when you TrinityCast.pngTrinity Cast it. What Gate?

Artifacts[edit | edit source]

Essential. Trinity is all about building up for a big attack, and this helps to ensure the attack will land.
Tessellate gives you 1 Trinity when you shuffle, and Tri-nket gives you 2 Trinity at the start of battle. Gaining Trinity when you have three stacks won't make you lose your Trinity, so all these can do is let you TrinityCast.pngTrinity Cast more often.
Choco Mint Chip can slow enemies, making it easier to hit them with your Trinity Casts, and Trifrost rewards you for Trinity Casting with Frost.pngFrost stacks. Worth considering if you have access to easy-to-land spells like ColdSnap.pngCold Snap or FrostBarrage.pngFrost Barrage.
TriRag.pngTri Rag, ManaSteal.pngMana Steal, and especially TriShot.pngTri Shot all just so happen to hit multiple times for 40 or more damage.


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