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{{CardAutobox}} '''Miracle''' is a 0-cost card for the [[Watcher]]. It cannot be obtained by itself; instead, Miracles are added to your hand via other means.
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{{CardAutobox}} '''Miracle''' is a special 0-cost card for [[Watcher|the Watcher]]. It grants [[Energy]] when played and {{KW|Exhaust}}. Like many cards generated by [[Watcher Cards|her cards]] and [[Relics|relics]], it has {{KW|Retain}}.
   
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== Sources of Miracles==
 
* {{C|Deus Ex Machina}}: Adds 2(3) Miracles to your hand when drawn.
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It cannot be obtained by itself; instead, Miracles are added to your hand via other means.
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* {{C|Collect}}: Adds 1 Miracle+ at the start of the turn for X turns.
 
 
=== Sources ===
* [[File:PureWater-0.png||link=Pure Water|21x23px]][[Pure Water]]: Adds 1 Miracle to your hand at the start of combat.
 
* [[File:Holy water.png||link=Holy Water|21x23px]][[Holy Water]]: Adds 3 Miracles to your hand at the start of combat.
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* {{C|Deus Ex Machina}}: Adds 2(3) Miracle to your hand when drawn.
 
* {{C|Collect}}: Adds 1 Miracle+ at the start of the turn for X(+1) turns.
 
* {{R|Pure Water}}: Adds 1 Miracle to your hand at the start of combat.
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* {{R|Holy Water}}: Adds 3 Miracles to your hand at the start of combat.
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* {{P|Bottled Miracle}}: Add 2 Miracles to your hand.
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== Strategy ==
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Miracle is a simple [[Energy]]-generating card. However, its {{KW|Retain}} allows you to keep it in your hand until the moment you would like to use it. Early on, it is perfect for an extra attack in {{KW|Wrath}} to finish off an enemy. Later on, it can enable you to a key card that is expensive, or allow you to use an extra card to gain {{KW|Block}} or to change {{KW|Stance}}.
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=== Synergies ===
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<div style="color:lightgreen"> <!--Positive-->
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* {{C|Crush Joints}} can be played immediately after for {{KW|Vulnerable}}, and its 1 cost means you would always be able to play it after a use of Miracle.
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* {{C|Sanctity}} can be played immediately after for card draw. With {{KW|Energy}} gained from Miracle you could play an additional card or two.
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* {{C|Conjure Blade}} benefits greatly from this card, as you can wait until a safe turn, or when you have accumulated high energy, before playing it for a deadly {{C|Expunger}}.
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* As it sits in your hand, it grants you {{KW|Block}} from {{R|Cloak Clasp}} and increase {{KW|Block}} gained from {{C|Spirit Shield}}.
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* {{R|Ice Cream}} allows you to accumulate energy for future turns. With it, you can play all Miracles in advance so it does not clog up your hand.
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* {{R|Dead Branch}} generates a card after Miracle is used, which you may use right after with {{KW|Energy}} gained.
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</div>
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<div style="color:gray"> <!--Neutral-->
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* Apart from {{C|Deus Ex Machina}} and {{P|Bottled Miracle}}, Miracle are usually granted to you {{R|Pure Water|at the start}} {{R|Holy Water|of a combat}} or {{C|Collect|already upgraded}}, making {{C|Master Reality}} obsolete in most circumstances.
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</div>
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<div style="color:#ec4662"> <!--Negative--></div>
   
   

Revision as of 09:06, 8 March 2020

Miracle is a special 0-cost card for the Watcher. It grants Energy when played and Exhaust. Like many cards generated by her cards and relics, it has Icon Retain Retain.


It cannot be obtained by itself; instead, Miracles are added to your hand via other means.

Sources

  • Deus Ex Machina: Adds 2(3) Miracle to your hand when drawn.
  • Collect: Adds 1 Miracle+ at the start of the turn for X(+1) turns.
  • PureWater-0 Pure Water: Adds 1 Miracle to your hand at the start of combat.
  • Holy water Holy Water: Adds 3 Miracles to your hand at the start of combat.
  • BottledMiracle Bottled Miracle: Add 2 Miracles to your hand.

Strategy

Miracle is a simple Energy-generating card. However, its Icon Retain Retain allows you to keep it in your hand until the moment you would like to use it. Early on, it is perfect for an extra attack in Wrath to finish off an enemy. Later on, it can enable you to a key card that is expensive, or allow you to use an extra card to gain Icon Block Block or to change Stance.

Synergies

  • Crush Joints can be played immediately after for Icon Vulnerable Vulnerable, and its 1 cost means you would always be able to play it after a use of Miracle.
  • Sanctity can be played immediately after for card draw. With Energy gained from Miracle you could play an additional card or two.
  • Conjure Blade benefits greatly from this card, as you can wait until a safe turn, or when you have accumulated high energy, before playing it for a deadly Expunger.
  • As it sits in your hand, it grants you Icon Block Block from CloakClasp Cloak Clasp and increase Icon Block Block gained from Spirit Shield.
  • IceCream Ice Cream allows you to accumulate energy for future turns. With it, you can play all Miracles in advance so it does not clog up your hand.
  • DeadBranch Dead Branch generates a card after Miracle is used, which you may use right after with Energy gained.


ColorlessEnergy Colorless Cards ColorlessEnergy
Attacks
Uncommon
Rare
Special
Skills
Uncommon
Rare
Special
ApparitionBetaInsightJ.A.X.MiracleSafety
Powers
Rare
Special