An older Outbreak deck wanted a Power in play and repeated Poison applications afterward. The current beta asks you to assemble a useful turn around a three-Energy Skill. Keeping the old draft priorities can leave you waiting for an engine that this version no longer provides.

What the rework actually says

The v0.110 beta notes changed Outbreak into a Rare Skill. It costs 3 Energy, applies 9 Poison to all enemies, and triggers Poison immediately. Upgrading raises the application to 12. No later Outbreak change appears in the inspected v0.111 notes.

The Outbreak database page retains the main-branch card alongside a beta notice. Check that notice before comparing the displayed Power artwork with this guide.

Build the turn before you play it

With exactly three available Energy, Outbreak consumes the entire normal budget. An inexpensive Poison setup card is still unaffordable afterward unless some other effect provides Energy or changes costs.

That makes sequencing important. Read the hand, count available Energy, and identify whether a setup card can be played first. If the setup leaves only two Energy, you have not prepared an Outbreak turn.

The Sidestep guide covers one way to move Energy into a future turn. It does not guarantee you will draw Outbreak on that turn, so draw timing remains part of the problem.

More Poison or more defense?

Suppose the enemies survive the immediate activation. You still need to handle their intents. A large damage number is not enough if the remaining attackers can end your run.

The useful comparison is between complete turns: Outbreak now, or a defensive line that keeps Poison pressure running while preserving HP. Include potions you actually hold. Do not count a future reward, a perfect draw, or a card you have not found.

Haze can combine Poison and Weak, but Haze plus Outbreak requires five Energy at their printed beta costs. A draft containing both cards needs a credible way to pay for that sequence or use them on different turns.

What the upgrade buys

The upgrade adds three Poison to every affected enemy before the immediate activation. That is more useful when it changes the outcome of the turn, such as helping remove an attacker, than when it merely makes a comfortable fight slightly faster.

Check your actual bottleneck before spending a campfire. If Outbreak repeatedly sits unused because of its cost, increasing its output does not solve the access problem. A draw or Energy upgrade elsewhere may let you play the card more reliably.

Draft support for the version you are playing

Look for enough defense to reach your payoff turn and enough consistency to find the cards you need together. Avoid drafting around repeated passive triggers from an obsolete Outbreak description.

This guide does not assign an exact total-damage formula to every Poison interaction. Enemy defenses, existing effects, and activation timing can change the result. Read the current combat state before committing the whole turn, especially when one surviving enemy is enough to kill you.