Builds

Deck Building & Card Order

Arrange a twelve-card deck around four-card hands, reliable triggers and a clear opening.

Reviewed 19 September 2026 · 3 min read · Game data 1.6.0

Your deck is a sequence

You can carry up to twelve skill cards, with up to four in your hand at once. Their order in your bag determines the draw sequence. The first four cards are your opening hand every battle, so the deck you arrange is a plan you can rehearse.

When you own more than four cards, used slots remain empty until you finish the current set. The next group then enters the hand, continuing through the sequence and wrapping at its end. A deck of four or fewer cards behaves differently: those cards remain available in their slots and recharge instead of cycling into another set.

The order you draw cards and the order you cast them are related, but they are not identical. A trait that triggers on the first or last card checks the cast’s position in the current set. Simply placing its card in the leftmost or rightmost slot does not force you to cast it at that moment.

Build the opening before the full deck

Start with one reliable damage card, one way to stabilize a bad exchange, and support that directly improves those choices. Add a second damage tool when it solves a different range or enemy behavior. Four cards that work together are easier to use than twelve unrelated cards.

Barrier can create room for setup. War Cry increases skill damage. Fighting Aura increases ATK, DEF and movement speed for its duration. Energy Surge restores blast energy, while Second Breath restores stamina. Choose the resource card that answers the shortage you actually experience.

Avoid spending the entire opening on setup if the enemy is already attacking. A good first hand gives you something useful to do under pressure as well as something powerful to do when you have space.

Plan around trigger positions

Super Elements can reward the first card, the second or third card, or the last card of a set. Others arm effects for later casts, require melee range, or activate when the target is already debuffed. Read the trigger line before considering the magnitude.

For example, Time rewards opening a set, while Plant rewards ending one. Cloud prepares stronger Hydro- or Aero-infused casts after its arming cast. Earth needs an already-debuffed enemy. Put those pieces in the same hand when possible, then practise the casting order that makes every condition true.

RoleWhat to check
OpenerCan this card safely establish a buff, debuff or first-card trait?
Follow-upDoes it consume the setup before the effect expires?
FinisherDoes its last-card or combo condition activate here?
Safety toolCan it protect you when the planned sequence is interrupted?

When to add more cards

Add a second set when it carries a coherent purpose: another damage window, a recovery cycle, or an answer to a different range. Remember that you must use the current hand to reach it. A heal buried in the final set may be unavailable when your opening goes wrong.

A larger deck can provide more tools, but it also asks you to understand more cooldowns and trigger sequences. Do not fill a slot simply because a card is rare. Compare its job with the cards you already own and consider whether upgrading an existing card would improve the run more.

Reordering the deck is useful after a major reward. A new trait, a strong primary variant or a resource relic may change which card deserves the opening slot. Review the entire hand instead of only the new item.

Before the next boss

Check that your opening cards can reach the enemy, that your primary and Super Element slots support the same plan, and that your damage window has a defensive exit. Inspect upgraded cards to confirm which numbers improved.

Treat the build examples in this wiki as starting points. They describe interactions you can assemble from your actual rewards. They are not a promise that a complete preset will appear in every run, or a ranking that replaces the current enemy matchup.

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