Draft empties the starting deck when the run is created and then, at Neow, walks you through 10 picks in a row.
Each pick is a three-card reward you cannot skip, drawn from your character's pool with base regular-fight odds and no pity counter: 3% rare, 34% uncommon, 63% common.
Nothing arrives upgraded. The starter relic stays.
After the picks
Once the picks end, Pandora's Box is removed from the relic pools, since no Strikes or Defends remain to transform.
It is a good modifier that never shares a run with Sealed Deck or Insanity: the Daily roll skips them once Draft is drawn and the custom list unticks them when you tick Draft.
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How to play it
Ten cards is a tiny deck, so consistency is the prize: settle on one damage plan by the third pick, secure enough block, then add attacks that scale. Cheap cards beat expensive ones, because a deck this small cycles every turn or two. Afterwards, take card rewards sparingly. Score is unchanged; the Daily leaderboard ranks win state, floor, badges and time.
Sealed Deck
:Choose 10 out of 30 cards to replace your starting deck.
Sealed Deck clears the starting deck at run creation and at Neow generates 30 cards from your character's pool using normal reward odds.
That includes the rare chance that climbs 1 point per non-rare card and resets when a rare appears, so a rare or two usually shows up.
The cards are flagged as rewards, so relics that alter card rewards apply. Nothing is upgraded.
A grid shows them sorted by rarity and then name. You must select exactly 10 and confirm.
After the picks
The starter relic stays and Pandora's Box leaves the relic pools.
It is a good modifier that never shares a run with Draft or Insanity: the Daily roll skips them and the custom list unticks them.
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How to play it
Read all 30 before picking: choose a damage plan that three or four of the cards already support, then fill with block and cheap cards. A 10-card deck cycles constantly, so one strong rare is enough to carry the first act. Afterwards skip most rewards and buy removals sparingly, since every basic card is already gone. Score is unchanged.
Hoarder
:Whenever you add a card to your deck, add 2 additional copies. You can no longer remove cards from your deck at the Merchant.
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What changes
Hoarder watches every card that enters your deck from outside it for the first time: a reward, a shop buy, an event gift, a curse or another modifier's card.
Two clones go to the bottom of the deck, keeping the original's upgrade state.
The clones never trigger again, and cards that other effects clone do not count.
The starting deck is built before the modifier is active, so it stays at its normal size.
At the merchant the card removal slot shows as already used, so there are no shop removals all run. Events and relics that remove cards still work.
It is a good modifier and excludes nothing.
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How to play it
Every pick is a three-of, so choose cards you want to see every turn and skip situational ones. Three copies of a power or a scaling attack is a plan on its own. With Cursed Run each act delivers three curses, and with Draft the 10 picks become a 30-card deck. Since removals are gone, favor exhaust and transform effects to clean up. Score is unchanged.
Specialized
:Start with 5 copies of a single card.
In depth
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What changes
Specialized rolls one card from your character's pool with flat odds across common, uncommon and rare, basic and ancient cards excluded, then adds 5 copies of it to the starting deck at Neow.
The copies are clones of the same card, none upgraded, and the rest of the deck stays as it is, so you begin with 15 cards.
The pick is random and cannot be rerolled.
It is a good modifier and excludes nothing.
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How to play it
The run is decided at Neow: if the card is a scaling attack or a power, build around it. If it is situational, spend the first merchant removals on the copies and treat it as a slightly bloated start.
Cheap cards make a far better five-of than expensive ones, because you draw two or three of them a turn early on.
With Hoarder in the same custom run the copies go through the same add path, so each brings two more.
Insanity clears the starting deck when the run is created and, at Neow, fills it with 30 random cards from your character's pool.
Each is rolled with flat odds among common, uncommon and rare, basic and ancient cards excluded, so a rare is as likely as a common and duplicates happen.
Nothing is upgraded. The starter relic stays, and Pandora's Box leaves the relic pools afterwards.
It is a good modifier that never shares a run with Draft or Sealed Deck: the Daily roll skips them and the custom list unticks them.
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How to play it
You start with far more raw power than a normal deck but no consistency, so the run is about trimming: spend every merchant removal on the weakest cards and take few card rewards.
Count your block cards before the first elite. A random 30 can hold almost none.
Powers and rare attacks show up often, which suits characters whose rares carry fights alone.
Score is unchanged. The Daily leaderboard ranks win state, floor, badges and time.
All Star
:Start with 5colorless cards.
In depth
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What changes
All Star is a good modifier.
With it active, Neow's usual offer is replaced by the modifier's own step: you accept it and five colorless cards join the normal starting deck.
Each of the five is rolled on its own from the colorless pool with flat odds, so rarity carries no weight.
That pool holds 64 cards, 39 uncommon and 25 rare, which makes every draw about 39% likely to be rare, and duplicates can happen.
None of them arrive upgraded, and relics that alter card pools are ignored for this roll.
It excludes nothing in the Daily roll or the custom list.
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How to play it
Nothing is thinned, so you begin with 15 cards and all the basic Strikes and Defends. Colorless cards are uncommon or rare by definition, so the five are usually the strongest cards in the opening deck; spend early merchant removals on basics to draw them more often. All five characters share the same colorless pool, so nobody gains more than another. Score is unaffected.
Flight
:You may ignore paths when choosing the next room to travel to.
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What changes
Flight strips the path lines out of map travel: from any node you may step to any node in the next row, not just the ones your paths connect to.
It is the rule the Winged Boots grant for 3 moves, made permanent for the whole run.
You still visit exactly one node per row and cannot skip rows, and nothing else changes: unknown-node odds, rewards and the boss row are untouched.
Flight is a good modifier, so a Daily can roll it beside any other good one plus a bad one, and it excludes nothing.
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How to play it
Plan the act by row, not by path.
Count the elites you want, take every rest site before them, and hit the shop when you have gold rather than when a path allows it.
Flight makes Big Game Hunter and Deadly Events far softer, since you can dodge the worst nodes, and it lets you chase extra elites for 50 score each once the deck is strong.
Chests and rests are never out of reach again.
Vintage
:Normal enemies drop relics instead of cards.
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What changes
Vintage swaps the card reward of every normal enemy fight for a relic reward.
The relic comes from the same queue elites and chests draw from: rarity is rolled at 50% common, 33% uncommon and 17% rare, then the next matching relic in your pre-rolled bag is pulled and never seen again.
Elite and boss fights keep their card rewards, and gold and potion rolls are unchanged.
It is a good modifier and excludes nothing.
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How to play it
Your deck barely grows, so card quality comes from shops, events and the elite and boss rewards. Buy cards, since you will stack well over a dozen relics before the final act.
Removing Strikes stays valuable because the deck stays thin.
With Big Game Hunter every fight on the map drops a relic, and Flight lets you route through as many fights as the deck can take.
Score is unchanged.
Character Cards
:one of the other characters' card pools joins the run. In the game it is named after that character:
Ironclad Cards: Ironclad cards will now appear in rewards and shops.
Silent Cards: Silent cards will now appear in rewards and shops.
Regent Cards: Regent cards will now appear in rewards and shops.
Necrobinder Cards: Necrobinder cards will now appear in rewards and shops.
Defect Cards: Defect cards will now appear in rewards and shops.
Bad modifiers
Deadly Events
:Unknown rooms can now contain Elites, but are also more likely to contain Treasure rooms.
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What changes
The normal odds
Deadly Events rewrites the odds table for unknown map nodes.
Normally an unknown node becomes a fight, 10%, a chest, 2%, or a shop, 3%, the rest events. Elites never appear.
What changes
With the modifier the elite chance starts at 10% and grows by 10 more each time an unknown node resolves as something else, resetting once an elite is rolled.
Chests climb twice as fast: 4 points per miss instead of 2.
An elite from an unknown node pays full elite rewards, 35 to 45 gold plus a relic and a card.
Extra notes
The Juzu Bracelet is pulled from the relic pools at run start, and the odds reset between acts.
It is a bad modifier.
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How to play it
Every question mark can now become an elite with no rest planned around it, so enter unknown nodes with HP to spare and a potion in hand. The longer an act goes without a chest, the higher the treasure chance climbs, and each elite killed adds 50 score. Rest before long unknown chains; in a custom run, Flight lets you steer around them when weak.
Cursed Run
:At the start of each Act, add a random Curse to your deck.
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What changes
Cursed Run hands each player one random curse every time an act begins, so a run to the last boss collects three: one in the Overgrowth or Underdocks, one in the Hive, one in Glory.
The pick comes from the 18-card curse pool with eight entries filtered out: Ascender's Bane, Bad Luck, Curse of the Bell, Enthralled, Folly, Greed, Poor Sleep and Spore Mind.
The roll uses a separate niche RNG stream, so it never shifts card rewards or shops.
It is a bad modifier. A Daily takes it as its one bad roll.
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How to play it
Save merchant removals for the curses, since most only punish you while they sit in hand.
Guilty removes itself after 5 combats and Injury does nothing but clog a draw, so cut the others first.
Exhaust and discard outlets absorb the rest, which suits Ironclad exhaust decks and the Silent's discard tricks.
With Hoarder in the same run each act's curse arrives as three copies, because Hoarder triples every card added to the deck.
Big Game Hunter
:Elite enemies swarm the Spire and drop better rewards.
In depth
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What changes
Big Game Hunter is a bad modifier that regenerates every act map with about two and a half times the usual elite count.
A map normally holds 5 elite nodes, 8 with Swarming Elites, so the count rises to 12 or 20.
Those elites ignore the placement rules: they can sit in the first five rows or two in a row.
On the reward side, every card reward from an elite fight is drawn only from rare cards, with flat odds.
Elite gold, 35 to 45, and the relic drop are unchanged.
A Daily rolls it as its single bad modifier.
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How to play it
Route through the fewest elites you can survive early, because the first rows can hold them now, and take a rest before any stack of them. Each elite killed is worth 50 score, so a full clear scores far higher than usual. Flight turns the map into a menu of elites you can dodge or hunt at will, and Vintage beside it makes nearly every fight drop a relic.
Midas
:Enemies drop 200% more gold, but you can no longer Smith at Rest Sites.
In depth
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What changes
Midas doubles every gold reward that reaches a rewards screen: a normal fight pays 20 to 40 instead of 10 to 20.
An elite pays 70 to 90 instead of 35 to 45, and a boss 200 instead of 100.
The description promises 200% more, but the code multiplies the amount by 2, so the real gain is 100% more.
Gold handed out directly by events is untouched.
The Smith option is stripped from every rest site, so resting only heals, and card upgrades must come from events, relics and cards.
It is a bad modifier, so a Daily rolls it as the single bad pick.
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How to play it
Play it as a shop run. You can afford removals and relics on every visit, so route through merchants and buy the cards you would normally hope to be offered.
With no smithing, every rest is a heal, which lets you take more elites for 50 score each. Gold itself adds one score point per 100 gained.
Characters that scale without upgrades do best, and a deck built around one key upgrade suffers.
Murderous
:You start each combat with 3Strength. All enemies start combat with 3Strength.
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What changes
When a combat room is entered, Murderous grants 3 Strength to every creature in the fight, you and each enemy alike.
Any enemy that joins later, such as a summon or reinforcement, gets 3 on arrival. Creatures on your side that arrive later do not.
Strength adds flat damage to each hit of an attack, so an enemy move that hits three times gains 9, and so does yours.
Damage flagged as unpowered, which includes orb damage, ignores it.
It is a bad modifier.
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How to play it
Block more than usual from turn 1: enemies with multi-hit moves are the ones that kill.
Weak on the enemy and Strength-down effects are worth more than normal.
On your side, multi-hit and cheap attacks get the best return. The Defect's orbs gain nothing, so lean on attack cards with that character.
In a custom run it stacks poorly with Terminal, whose Max HP drain leaves less room for the extra hits. Score is unchanged.
Night Terrors
:Resting at Rest Sites heals all of your HP, but costs 5 Max HP.
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What changes
Night Terrors rewrites the rest option. The heal, normally 30% of Max HP, becomes your whole Max HP.
Once it lands you lose 5 Max HP, or less if 5 would take you below 1.
Because the loss comes after the heal, you leave the campfire at exactly your new maximum.
In co-op the Mend option that heals a partner uses the same full heal and charges the partner the 5.
Rests that events imitate skip the loss. The rest screen lists the extra heal and the cost.
It is a bad modifier.
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How to play it
Every rest is a full heal, so play riskier between campfires and rest only when you are low. Smithing costs nothing extra and stays the better choice when you are healthy.
Three or four rests in a run is fine, since each costs 5 and Max HP gains from events and relics offset it.
Score is unchanged. The Daily leaderboard tracks win, floor, badges and time.
Terminal
:Whenever you enter a new room, lose 1 Max HP. Start each combat with 5Plating.
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What changes
Terminal charges every player 1 Max HP for each map node entered, fight, shop, rest or event alike. A combat that starts inside an event costs nothing extra.
If your current HP sits above the new maximum you take the difference as unblockable damage, and the maximum never drops below 1.
A solo run has about 48 floors, so expect to lose close to 50 Max HP by the final boss.
In return every combat room grants each player 5 Plating at the start: 5 block at the end of turn 1, then 4, 3, 2 and 1, or 15 block over five turns.
It is a bad modifier.
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How to play it
Fast decks suffer least: the node count is fixed but each fight is shorter. Take every Max HP gain you find, and rest often: the rest heal is 30% of Max HP, so it shrinks as the run goes on. The free Plating covers turn 1 setup for the Defect and the Necrobinder. With Night Terrors in a custom run the two drains stack.