By Character
Ironclad
21
16 enablers · 8 payoffs
Silent
23
19 enablers · 6 payoffs
Defect
22
19 enablers · 4 payoffs
Necrobinder
21
13 enablers · 9 payoffs
Regent
21
17 enablers · 4 payoffs
Top Card Draw Combos
The strongest card pairs that use this synergy mechanic.
?How Card Draw works: Draw extra cards for more options each turnGain 1. Draw 2 cards.
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Adrenaline draws 2 extra cards, which Corrosive Wave cycles or scales off
Gain 1. Draw 2 cards.
Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.
Adrenaline draws 2 extra cards, which Grand Finale cycles or scales off
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.
Corrosive Wave draws extra cards, cycling to Grand Finale faster
Whenever a card is Exhausted, draw 1 card.
Exhaust your Hand. Deal 7 damage for each card Exhausted.
Dark Embrace draws 1 extra cards, which Fiend Fire cycles or scales off
Whenever a card is Exhausted, draw 1 card.
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Dark Embrace draws 1 extra cards, which Hellraiser cycles or scales off
Whenever a card is Exhausted, draw 1 card.
Exhaust your Hand. Add 1 random card into your Hand for each card Exhausted.
Dark Embrace draws 1 extra cards, which Stoke cycles or scales off
At the start of your turn, gain 1 and draw 1 additional card.
Exhaust your Hand. If 9 cards were Exhausted this way, gain 1 Intangible.
Demesne draws 1 extra cards, which Eidolon cycles or scales off
At the start of your turn, gain 1 and draw 1 additional card.
ALL players add 3 Souls into their Draw Pile.
Demesne draws 1 extra cards, which Glimpse Beyond cycles or scales off
Enablers need Payoffs to shine
Enablers set up the Card Draw mechanic, while Payoffs cash in on it. Multiple enablers don't synergize with each other — you need at least one payoff card to make them worth it. The best decks balance both.
Enablers
These cards set up Card Draw. Stack them to build towards your payoff cards.

Corrosive Wave

Dark Embrace

Hellraiser

Iteration

Pagestorm

Speedster

Vicious

Acrobatics

Adrenaline

Backflip

Battle Trance

Big Bang

Brightest Flame

Burning Pact

Calculated Gamble

Compile Driver

Coolheaded

Dagger Throw

Decisions, Decisions

Demesne

Drum of Battle

Escape Plan

Fetch

Finesse

Flash of Steel

FTL

Fuel

Glimmer

Glow

Guiding Star

Huddle Up

Impatience

Machine Learning

Master of Strategy

Minion Strike

Modded

Neurosurge

Offering

Overclock

Pale Blue Dot

Parse

Photon Cut

Pommel Strike

Predator

Prepared

Prophesize

Reboot

Reflex

Relax

Restlessness

Rocket Punch

Scourge

Scrape

Shrug It Off

Skim

Soul

Spoils of Battle

Sweeping Beam

Thinking Ahead

Tools of the Trade

Tyranny
Payoffs
These cards reward you for building around Card Draw. The more enablers you have, the stronger these become.?Why these cards pay off: Draw extra cards for more options each turn. Cards below interact with this mechanic even if they don't mention "Card Draw" by name.

Corrosive Wave

Dark Embrace

Hellraiser

Iteration

Pagestorm

Speedster

Vicious

Automation

Capture Spirit

Clash

Eidolon

Fiend Fire

Flak Cannon

Follow Through

Glimpse Beyond

Grand Finale

Grave Warden

Kingly Kick

Kingly Punch

Reave

Second Wind

Severance

Stoke

Stratagem
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