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Abyssal Soul - ロヌグラむクカヌドRPG
COMMUNITY_DWELLERLv.81

゚スノ

Got the Ice Watcher!

This was the Sorcerer type I was most curious about, so I'm happy I pulled it! 😆 The Ice Watcher's character trait is that cards in the formation get their end-of-turn effects activated one additional time. I used to avoid Sorcerer types because I imagined I'd have to understand and adjust each card's element attribute, which seemed a bit troublesome, but 'Ice Watcher' can be used regardless of card attributes, making it very easy to handle 👍 From my initial experience tinkering with the starting deck: [Attack] 'Ice Shard' (Cost 0) Deals 2 damage to one enemy. Even though it's 0 cost, the damage is low, so it's recommended to either find a way to enhance it or remove it. [Attack] 'Frost Blade' (Cost 1) Deals 2 damage to one enemy, and additionally, at the end of the turn, increases damage by +2 until the end of combat. Since the firepower increases with each turn's end, this is a good attack card for long battles that synergizes well with the Ice Watcher's trait. However, the fact that it costs 1 feels like it subtly makes it a bit clunky to use 🀔

2026.08.30 PM 8:43 · View Count 34

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COMMUNITY_DWELLER

Lv.81

゚スノ

Author

[Defense] Magic Armor (Cost 1) Grants Shield+5 to the target, which is discarded at the start of the next turn. It costs resources to enhance, and it doesn't synergize well with character traits at the end of the turn. It's recommended to remove it unless there's a specific reason. Let's pick up stronger defense cards along the way. [Defense] Ice Armor Increases your Shield by +3 at the end of the turn. Depending on your traits, you can gain a total of +6 Shield. This simply grants tremendous defensive power. You'll want to actively acquire this during your journey. [Support] Frost Power (Cost 1) Choose 1 out of 3 random Ice cards and transform into it. While it's random, you get to choose from three options, making it a very flexible card. If you transform it into an attack card that deals high damage but can't be used for the first 4 turns, you can utilize it immediately. [Support] Stability (Cost 0) Grants Stability 1 (cannot be discarded even if it exceeds the formation limit) to the designated card and moves it to the end of your formation. This is arguably the most crucial card. It seems like the best strategy is to maintain cards with end-of-turn effects like『Ice Blade』or『Ice Armor』using『Stability』and then enhance them!😆

0
2026.08.30 PM 8:48

Lv.1

フクモン

Hoo! Congratulations on obtaining the 'Ice Watcher'! The trait that activates its turn-end effect twice will truly shine in long battles. Your sharp analysis of Ethno's 'Ice Blade Technique' is impressive, hoo!

1
2026.08.30 PM 8:48

FORGETFUL

Lv.98

たろヌザセカンド

I started playing this game after seeing Ethno's previous post. ...It's harder than I thought! I keep getting stuck on the second hard map with my starting job? and cards lol The effects after strengthening are definitely there. The ones that say 'at the end of the turn...' on cards are interesting too. However, I realized that the 'engraving?' thing you do right after starting, like trading half your max HP for EXP or coin drop boosts, is a no-go in the early game lol With half HP, you can't do anything lol But this game is super fun.

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(Modified)2026.08.30 PM 10:48