Verdict: Toasty Mittens is finally a planning relic. v0.110 replaces a blind top-deck loss with a card you choose from hand. That turns the effect from “hope it misses something important” into a repeatable trade: remove your weakest current card, gain Strength, and accept that the turn continues with four cards instead of five.

The rework in plain English

Before v0.110, Toasty Mittens exhausted the top card of the draw pile each turn and granted 1 Strength. You paid without knowing exactly what would disappear. The beta rework lets you select one card from your hand instead.

Old Mittensv0.110 Mittens
Removes an unseen draw-pile cardRemoves a visible hand card you choose
Can hit a key payoff before you draw itLets you protect the best card in hand
Speeds the deck with real uncertaintySpeeds the deck through deliberate triage
Hard to plan around statuses and cursesConverts many statuses and curses into fuel

Control is the buff. The Strength is still useful, but knowing what leaves the deck is what makes the relic buildable.

The default exhaust order

Use this as a starting order, not a commandment.

  1. A Status that has already done its damage. If it offers no useful play this turn, removing it improves later cycles.
  2. A curse with no reason to remain. The relic can turn a bad draw into deck cleanup, though some curses punish being exhausted or support a specific package.
  3. A starter card whose job is covered. Once better damage or Block exists, a Strike or Defend is often the clean sacrifice.
  4. A situational card with no target in this fight. AoE after the adds are dead is a common example.
  5. A redundant setup card. The second copy of a Power may be expendable after the first is active.

Do not auto-exhaust the cheapest card. Cost and value are different. A zero-cost card that protects the next boss turn may be worth more than an expensive attack you cannot play.

The hidden cost: one fewer playable card

Mittens does not simply delete a Strike from the deck between turns. You draw your hand, choose a card, then continue with one fewer option. On a weak hand, the worst card may still be necessary.

Ask two questions before choosing the relic:

  • Does this deck regularly draw something it is happy to lose?
  • Does added Strength pay for the lost option quickly enough?

A deck with statuses, starter cards, generated filler, or expendable summons answers the first question well. A deck with multi-hit attacks, Shivs, or repeated cheap attacks answers the second.

Character-by-character fit

CharacterFitWhyMain caution
IroncladExcellentExhaust synergies and strong Strength conversionDo not burn the only scaling or defense answer
SilentStrongShivs and multi-hit attacks love Strength; discard helps shape the handFull-hand plans can need every combo piece
DefectSituationalStatus decks produce fuel; some attacks use Strength wellOrb-heavy decks may gain little from Strength
NecrobinderSituationalCan clear weak cards while Osty carries part of the fightCharacter-specific engines may rely on precise pieces
RegentStrong in the right shellCreated cards can supply expendable choices; multi-hit payoffs scaleValuable created cards are not automatically disposable

Ironclad

Ironclad has the cleanest home for Mittens. Exhaust is already a resource, and Strength converts directly into faster fights. The relic can remove a starter card while feeding effects that care about Exhaust.

The trap is enthusiasm. If the hand contains four important cards and one basic Block card needed to survive the intent, the Block card is not “filler.” Keep the card that solves the turn.

Silent

Silent's cheap attacks, Shivs, and multi-hit turns can turn one Strength per turn into serious damage. Targeted discard also makes it easier to control which cards remain before the next Mittens choice.

Well-Laid Plans complicates the picture. A retained hand may be holding several pieces for one future turn. Mittens forces a sacrifice anyway. If every retained card has a job, the relic's control does not remove its cost.

Defect

Status Defect likes the cleanup. An orb-first Defect deck may not care much about Strength, making Mittens mostly a filtering relic. That can still be good, but compare it honestly with another ancient reward that advances Focus, Energy, or orb slots.

Necrobinder and Regent

Necrobinder can sometimes let Osty preserve fight stability while the deck trims itself, but fragile combos dislike mandatory loss. Regent can create expendable cards and has attacks that appreciate Strength; it can also create exactly the card it wants to keep. “Generated” does not mean “trash.”

Curses and Statuses: good fuel, with exceptions

Mittens makes curse-taking less frightening, not free. A curse still occupies a draw before you remove it. A Status may already have an on-draw or end-of-turn consequence. And an upcoming turn with no disposable card can expose the relic's price.

Evaluate the whole route:

  • How often will a curse enter the hand before Mittens can remove it?
  • Does the deck want Exhaust triggers, or merely tolerate them?
  • Is Aeonglass or another long fight asking you to preserve more cards?
  • Will a small final deck eventually force Mittens to eat something good?

The last question matters. Deck thinning is powerful until there is nothing weak left.

When to pass

Pass more often when the deck has a small set of high-value cards, limited Strength conversion, and no reliable junk generation. Also pass when another offered ancient relic directly solves Energy, draw, or defense that Mittens only hopes to reach indirectly.

Take more confidently when the deck produces statuses, carries several removable starters, triggers Exhaust payoffs, or attacks many times per turn. The best Mittens deck has both sides of the trade: safe fuel and a strong way to spend Strength.

A five-second turn routine

At the start of each turn:

  1. Read the enemy intent.
  2. Mark every card required to survive or end the fight.
  3. Mark the one card that matters for a later turn.
  4. Exhaust the weakest unmarked card.
  5. Recalculate the turn with four cards; do not follow the plan you had before the exhaust.

That routine is less exciting than calling the relic broken. It is also how the relic wins runs.