Advanced guide · Steam Demo

Fever and Unstoppable: turn growth and kills into draws

Build around two different draw triggers, choose the right support and diagnose why a promising chain stops.

Demo build 23718635

The short answer

Fever draws when a card gains damage. Unstoppable draws when an If Fatal trigger fires. Give each one a repeatable event to react to, then supply enough energy to use the cards you draw; neither effect alone creates an infinite turn.

In this guide

Cards in this plan

Open this core in the builder →

A starting core to adapt during a run. Generated food and optional upgrades are explained below.

Two engines, two different events

Start with the trigger you can already produce. Hungry blade gains damage from its fatal hit; Scavenger Blade gains damage when you eat. Roast makes food on a fatal hit. These connect damage, kills and eating into useful follow-up actions.

Fever

Damage growth becomes draw

Fever0 energy · Combat

  • If Card Grows: Draw 1 card

Unplayable · Replenish

An Unplayable combat passive with Replenish. Its trigger draws one card when a card gains damage. An attack merely dealing damage is not the same event.

Full effects, properties & growth →
Unstoppable

Fatal triggers become draw

Unstoppable— energy · Foresight

    A Foresight whose text draws a card when any If Fatal trigger fires. A kill without an applicable fatal trigger is not the event named on the card.

    Full effects, properties & growth →

    Build the loop one working piece at a time

    1. Keep a dependable attack and a food-producing finisher before taking a passive payoff.
    2. Add the relevant growth card. Use Hungry blade’s fatal hits or Scavenger Blade’s eating trigger to grow damage.
    3. When Fever is active, trigger an actual damage increase and inspect the draw it produces.
    4. With Unstoppable, set up a fatal-trigger attack so the killing blow earns its reward and a draw.
    5. After the draw resolves, check energy and available targets before continuing. Switch to a safe finish when the next trigger is no longer available.

    Support the event you can produce

    SupportContributionLimit
    Roast plus Scavenger BladeFood generation supplies eating events, which support damage growth.Roast must secure a fatal hit; the relevant growth trigger must be active when eating.
    Hungry bladeIts own fatal hit raises its damage.A hit that leaves the enemy alive does not grow it.
    Minor GrowthA direct damage increase plus a draw.Costs 1 energy and Exhausts; it is not endlessly reusable setup.
    Well RestedDraws two cards and grants 1 energy at base.Temporary; count the copy you actually have.
    Ready To ScrapAn extra attack at the start of combat.Helps the opener rather than funding every later play.
    Ready To SnackAn edible at the start of exploration.Its timing is exploration, not the opening combat hand.

    Why does the chain stop?

    If you draw plenty of cards but cannot play them, fix the energy budget. If the hand contains payoffs without a way to trigger them, fix the card mix. If fatal triggers stop, look at enemy health and whether you used your setup or strongest attack on the wrong target.

    Do not plan an exact number of draws from several stacked modifications until you can see how those triggers resolve on your current copy. Replenish, generated cards and more than one growth event can make a real turn more complicated than a single trigger example.

    More actions can also be dangerous. Enemy retaliation and effects triggered by every card play can make a long chain cost health. Check the enemy’s statuses before repeatedly eating or using zero-cost setup cards.

    Use the engine to end the fight

    A working draw engine should help you reach a stronger attack, a needed heal or a safe fatal sequence. Once you can end the encounter, compare that guaranteed finish with the extra risk of extending the turn.

    When recording the build, include which Foresight was active and which modifications were on each attack. The core link above includes the combat pieces; add Foresights and run-specific upgrades to match your actual run.

    Your cards can grow beyond their base values. Keep the current card values and ending together when you share the run.

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