The v0.111 Doom package

Two changes improve different parts of a long Necrobinder fight:

  • Shroud now gains 3(4) Block whenever Doom is applied.
  • Time's Up no longer Exhausts.

Shroud improves the path to the payoff. Time's Up improves the number of times the payoff can be used. The pair is coherent, but it still needs a deck around it.

Shroud wants application frequency

Shroud triggers when Doom is applied. That means the number of applications can matter as much as the final Doom total.

Doom patternShroud value
One large applicationOne Block trigger
Several useful applicationsSeveral Block triggers
Doom arrives after the dangerous hitDefense is too late
Doom is applied to a target about to dieMay not protect a later target's turn

The buff from 2(3) to 3(4) raises the floor of each trigger. It does not fix bad timing. Apply Doom while the Block can cover an attack and while the target remains relevant.

Time's Up is now a real repeat payoff

Time's Up deals damage equal to the enemy's Doom. Removing Exhaust lets it return after a reshuffle.

That is a meaningful boss and elite improvement. A Doom stack can support more than one conversion instead of requiring the first Time's Up to end the fight. It also changes draw evaluation: a second cycle may now contain both more Doom setup and another payoff.

Repeatable does not mean “play on sight.” If consuming the hand on Time's Up leaves the deck unable to defend, wait for the line that either kills, changes a phase, or removes the most dangerous target.

Build the first cycle before the fifth

The appealing version of this deck stacks Doom, gains Shroud Block, and repeatedly cashes out Time's Up. The losing version draws Powers and payoffs before it has enough immediate defense or Doom application.

Before taking another scaling piece, verify:

  1. Can the deck survive the first dangerous turn?
  2. Can it apply Doom without spending the whole hand?
  3. Can it draw Time's Up after the Doom is meaningful?
  4. Can it handle multiple enemies when one Doom target is not enough?

The Necrobinder Doom guide covers broader instant-kill thresholds and Osty decisions. This page is specifically about the v0.111 repeat loop.

Upgrade priority

Shroud's upgrade now reaches 4 Block per application, so the value compounds with frequent Doom. Upgrade it when Doom applications are reliable and the extra Block crosses a real enemy threshold.

Time's Up may deserve an upgrade when it is the deck's primary damage conversion and will be played multiple times. If the deck cannot safely set it up, upgrade the card that makes the first cycle function instead.

Fight plan

Against a durable target:

  1. Establish enough defense to keep setup affordable.
  2. Apply Doom through cards that still advance the turn.
  3. Let Shroud turn those applications into useful Block.
  4. Use Time's Up when the damage changes the fight.
  5. Plan the reshuffle knowing Time's Up can return.

Against several enemies, do not overinvest Doom in a target that small attacks could remove. Shroud triggers can help defense, but the run still needs a way to control the whole board.

v0.111 makes the Doom plan more durable. It does not remove its main test: survive long enough for repeat value to become real.