Self-Damage / Rupture Build
tier: BUse self-damage cards to stack Rupture and turn HP loss into Strength, energy, block, or direct damage before closing fights with scaled attacks.
Points
- Self-damage only pays off when the deck converts HP loss into tempo, so prioritize Rupture or strong payoff cards before adding too many painful enablers.
- Crimson Mantle is one of the cleanest engines because it triggers self-damage every turn while also covering defense.
- The build still needs a way to finish fights quickly; cards like Hemokinesis and Tear Asunder scale well once Rupture is active.
Details
Rupture adds Strength whenever a card effect makes you lose HP. Bloodletting and Offering convert that HP loss into energy and draw, while Crimson Mantle and Blood Wall keep the deck from falling behind on defense. Inferno and Tear Asunder reward repeated self-damage over the course of the fight, so this build wants enough sustain to keep trading HP for momentum without dying first.
Cards
Main Mechanic The core cards that turn self-damage into Strength and usable tempo.
Synergy Cards that scale up once the deck is repeatedly losing HP on purpose.
Support Support cards that keep the build stable while it spends HP.
Relics
Black Blood At the end of combat, heal 12 HP.
Blood Vial At the start of each combat, heal 2 HP.
Centennial Puzzle The first time you lose HP each combat, draw 3 cards.
Demon Tongue The first time you lose HP on your turn, heal HP equal to the amount lost.
Meat on the Bone If your HP is at or below 50% at the end of combat, heal 12 HP.
Tungsten Rod Whenever you would lose HP, lose 1 less.