Relax asks a fairly blunt question: is this hand worth spending three Energy on defense so the next hand can do more? Sometimes that is exactly what a fight needs. Sometimes the enemy you could have killed is still alive, and the extra resources arrive one turn too late.
Read the branch before the number
The v0.110 beta notes raised Relax's Block from 15 to 16, and its upgraded Block from 17 to 18. The card still costs three Energy and Exhausts, with delayed draw and Energy rather than an immediate refund. The v0.111 notes do not replace that change.
Our Relax database entry also contains main-branch reference material. If its artwork differs from this guide, use the text in your running client. A beta balance change does not retroactively change a main-branch run.
Price the current turn first
Assume a three-Energy hand, no cost modifiers, and an incoming attack of 16. Unupgraded Relax can cover that attack by itself. You have traded your entire ordinary budget for defense and a stronger following turn.
Now change the incoming damage to 24. The same play leaves eight damage uncovered before other effects. That may be acceptable, but the next-turn Energy does not reduce today's damage. Compare the actual alternatives: a kill, enough smaller defensive cards, or a potion that makes the setup safe.
This comparison is especially important against several enemies. Removing one attacker can prevent more damage across a fight than the Block printed on a single card. Relax is not automatically the defensive choice just because it says Block.
Give the delayed resources a job
On an otherwise ordinary three-Energy following turn, the unupgraded grant brings the budget to five. The upgrade brings it to six. Those are examples without other modifiers, not promises about every character's turn.
Look at the remaining draw pile before celebrating that larger budget. Expensive useful cards make the Energy attractive. Extra draw helps find them, but it does not guarantee a particular card unless the pile or another effect makes the result predictable.
The draw-and-Energy guide covers the underlying problem: an empty hand wastes Energy, while an unaffordable hand wastes access. Relax addresses both, with a delay attached.
Upgrade for a repeatable payoff
The upgrade adds two immediate Block and increases both delayed grants by one. Count all three changes when choosing a campfire upgrade. A deck that repeatedly needs six Energy for a useful combination has a clearer reason to upgrade than one that rarely spends five.
Do not describe that combination as reliable until the deck can actually find it. Retention, draw-pile knowledge, and the length of the fight matter more than an attractive theoretical hand.
When to leave it unplayed
A fight ending this turn has no next-turn payoff. A lethal attack this turn cannot be paid with tomorrow's resources. Those are straightforward reasons to choose another line.
For less obvious hands, compare damage taken now with what the following turn can realistically prevent. If you cannot name that benefit, use the boss preparation checklist to identify the missing answer before committing to another setup card.
