Tips[edit | edit source]

  • Acrobatics costs 1 energy to draw 3 cards and discard 1 card, thus yielding a net gain of 2 cards (not considering the cost of drawing acrobatics in the first place). Although on the surface it may seem to be no better than a card like Backflip, it synergizes very well with cards whose effects trigger upon being discarded (e.g. Tactician, Reflex), or who have additional effects if other cards have been discarded (e.g. Sneaky Strike, Eviscerate). It also allows you discard Curses, Statuses, or cards that aren't useful on a given turn.
    • The upgrade for Acrobatics is relatively powerful, as it provides a net gain of 3 cards instead of 2. In addition to the obvious benefits of additional card draw, this also means that you have more options for cards to discard.
  • In general, drawing 3 cards sounds very meritable, but this is usually only true in the later part of the game. Early on, when you only have 3 Energy, it is rarely reasonable to spend 1 energy purely to draw cards, since you still need energy to play the cards that you draw.
    • Reusable cards that provide energy can help improve the effectiveness of Acrobatics early on. For instance, Concentrate (especially when both it and Acrobatics are upgraded) becomes more viable when you have the additional cards drawn by Acrobatics.
GreenEnergy.png Silent Cards GreenEnergy.png
Starters
Attacks
Common
Uncommon
Rare
Skills
Common
Uncommon
Rare
Powers
Uncommon
Rare
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