Growth carry
Concentrate permanent upgrades on one reliable attack. Draw and deck thinning make the carry appear more often.
Keep this open beside a run. The important decisions are deliberately in HTML so the page is still useful with scripts disabled or when printed.

Concentrate permanent upgrades on one reliable attack. Draw and deck thinning make the carry appear more often.
Set enemy health, then let the Fatal card take the kill so the food or draw payoff actually fires.
Apply Vulnerable before the expensive or multi-hit attack. Save limited setup charges for targets that survive long enough to exploit them.
Balance healing now against Feed/shop value and eat-trigger payoffs. Do not auto-consume food just because it is available.
Start with the rest checklist whenever your Explore hand stalls. Then use the build filter as a reminder of what your current deck is trying to do. The planner does not score cards; it prevents the two launch-day mistakes that show up repeatedly in long runs: resting before spending available value, and collecting so many rewards that the real damage engine stops appearing.
This tool is intentionally conservative. It does not include a full card database or exact hidden formulas because those surfaces are still changing in Early Access and are not cleanly verified yet.