Bullet Time

SilentSkillRare
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Every non-X card in your Hand becomes free for the turn, then you cannot draw any more cards this turn; the next turn's normal draw is unaffected. Cards added to your Hand afterward, like Shivs from Blade Dance, are not free. X-cost cards keep their cost. It costs 3 Energy, or 2 upgraded, which leaves 1 to spend on an X card or a created card.

Character
Type
Skill
Rarity
Rare
Cost
32 Energy
Target
Yourself

When to take Bullet Time

Best once your Hand is regularly large, from Retain effects, Expertise or big draw the turn before, turning a ten card Hand into a full free turn. Upgrade it first.

Cards that synergize with Bullet Time

Expertise
Skill
1
Draw cards until you have 6 in your Hand.
Expertise fills your Hand to 6 before you cast.Draw cards until you have 6 in your Hand.
Well-Laid Plans
Power
1
At the end of your turn, Retain up to 1 card.
Well-Laid Plans keeps cards for the big turn.At the end of your turn, Retain up to 1 card.
Nightmare
Skill
3
Choose a card.
Next turn, add 3 copies of that card into your Hand.
Exhaust.
Nightmare adds three copies next turn.Choose a card.
Next turn, add 3 copies of that card into your Hand.
Exhaust.
Snakebite
Skill
2
Retain.
Apply 7 Poison.
Snakebite Retains on its own.Retain.
Apply 7 Poison.
Calculated Gamble
Skill
0
Discard your Hand,
then draw that many cards.
Exhaust.
Calculated Gamble draws cards, and Bullet Time gets better with a bigger handDiscard your Hand,
then draw that many cards.
Exhaust.
Corrosive Wave
Skill
1
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Corrosive Wave draws cards, and Bullet Time gets better with a bigger handWhenever you draw a card this turn, apply 2 Poison to ALL enemies.
Speedster
Power
2
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
Speedster draws cards, and Bullet Time gets better with a bigger handWhenever you draw a card during your turn, deal 2 damage to ALL enemies.
Acrobatics
Skill
1
Draw 3 cards.
Discard 1 card.
Acrobatics draws cards, and Bullet Time gets better with a bigger handDraw 3 cards.
Discard 1 card.
Adrenaline
Skill
0
Gain .
Draw 2 cards.
Exhaust.
Adrenaline draws cards, and Bullet Time gets better with a bigger handGain .
Draw 2 cards.
Exhaust.
Backflip
Skill
1
Gain 5 Block.
Draw 2 cards.
Backflip draws cards, and Bullet Time gets better with a bigger handGain 5 Block.
Draw 2 cards.
Predator
Attack
2
Deal 15 damage.
Next turn, draw 2 cards.
Predator draws cards, and Bullet Time gets better with a bigger handDeal 15 damage.
Next turn, draw 2 cards.
Reflex
Skill
3
Sly.
Draw 2 cards.
Reflex draws cards, and Bullet Time gets better with a bigger handSly.
Draw 2 cards.
Dagger Throw
Attack
1
Deal 9 damage.
Draw 1 card.
Discard 1 card.
Dagger Throw draws cards, and Bullet Time gets better with a bigger handDeal 9 damage.
Draw 1 card.
Discard 1 card.
Escape Plan
Skill
0
Draw 1 card.
If you draw a Skill, gain 3 Block.
Escape Plan draws cards, and Bullet Time gets better with a bigger handDraw 1 card.
If you draw a Skill, gain 3 Block.
Prepared
Skill
0
Draw 1 card.
Discard 1 card.
Prepared draws cards, and Bullet Time gets better with a bigger handDraw 1 card.
Discard 1 card.
Tools of the Trade
Power
1
At the start of your turn, draw 1 card and discard 1 card.
Tools of the Trade draws cards, and Bullet Time gets better with a bigger handAt the start of your turn, draw 1 card and discard 1 card.
Impatience
Skill
0
If you have no Attacks in your Hand, draw 2 cards.
Impatience draws cards, and Bullet Time gets better with a bigger handIf you have no Attacks in your Hand, draw 2 cards.
Restlessness
Skill
0
Retain.
If your Hand is empty, draw 2 cards and gain .
Restlessness draws cards, and Bullet Time gets better with a bigger handRetain.
If your Hand is empty, draw 2 cards and gain .
Scrawl
Skill
1
Draw cards until your Hand is full.
Exhaust.
Scrawl draws cards, and Bullet Time gets better with a bigger handDraw cards until your Hand is full.
Exhaust.
Master of Strategy
Skill
0
Draw 3 cards.
Exhaust.
Master of Strategy draws cards, and Bullet Time gets better with a bigger handDraw 3 cards.
Exhaust.
Brightest Flame
Skill
0
Gain .
Draw 2 cards.
Lose 1 Max HP.
Brightest Flame draws cards, and Bullet Time gets better with a bigger handGain .
Draw 2 cards.
Lose 1 Max HP.
Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Relax draws cards, and Bullet Time gets better with a bigger handGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Thinking Ahead
Skill
0
Draw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Thinking Ahead draws cards, and Bullet Time gets better with a bigger handDraw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Finesse
Skill
0
Gain 4 Block.
Draw 1 card.
Finesse draws cards, and Bullet Time gets better with a bigger handGain 4 Block.
Draw 1 card.

Relics that synergize with Bullet Time

Runic Pyramid
Runic Pyramid never discards your Hand.At the end of your turn, you no longer discard your Hand.
Ring of the Snake
Ring of the Snake adds 2 cards on turn 1.At the start of each combat, draw 2 additional cards.
Ring of the Drake
Ring of the Drake draws cards, and Bullet Time gets better with a bigger handAt the start of your first 3 turns, draw 2 additional cards.
Joss Paper
Joss Paper draws cards, and Bullet Time gets better with a bigger handEvery 5 times you Exhaust a card, draw 1 card.
Iron Club
Iron Club draws cards, and Bullet Time gets better with a bigger handEvery 4 cards you play, draw 1 card.
Pollinous Core
Pollinous Core draws cards, and Bullet Time gets better with a bigger handEvery 4 turns, draw 2 additional cards.
Centennial Puzzle
Centennial Puzzle draws cards, and Bullet Time gets better with a bigger handThe first time you lose HP each combat, draw 3 cards.
Pendulum
Pendulum draws cards, and Bullet Time gets better with a bigger handEvery 3 turns, draw 1 card.
Bag of Preparation
Bag of Preparation draws cards, and Bullet Time gets better with a bigger handAt the start of each combat, draw 2 additional cards.
Booming Conch
Booming Conch draws cards, and Bullet Time gets better with a bigger handAt the start of Elite combats, draw 2 additional cards and gain .
Fiddle
Fiddle draws cards, and Bullet Time gets better with a bigger handAt the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Snecko Eye
Snecko Eye draws cards, and Bullet Time gets better with a bigger handAt the start of your turn, draw 2 additional cards. Start each combat Confused.
Gambling Chip
Gambling Chip draws cards, and Bullet Time gets better with a bigger handAt the start of each combat, discard any number of cards then draw that many.
Game Piece
Game Piece draws cards, and Bullet Time gets better with a bigger handWhenever you play a Power, draw 1 card.
Gremlin Horn
Gremlin Horn draws cards, and Bullet Time gets better with a bigger handWhenever an enemy dies, gain and draw 1 card.
Pael's Blood
Pael's Blood draws cards, and Bullet Time gets better with a bigger handAt the start of your turn, draw 1 additional card.
Unceasing Top
Unceasing Top draws cards, and Bullet Time gets better with a bigger handWhenever you have no cards in Hand during your turn, draw a card.
Intimidating Helmet
Intimidating Helmet triggers on cards that cost 2 or more, and Bullet Time is oneWhenever you play a card that costs or more, gain 4 Block.

Changes by version

  1. 2 Apr 2026Bug fixMayhemBeta branch
    Fixed Bullet Time card getting played by Mayhem power not setting the cost of the cards in your hand to 0
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