Daily Ascension mode
Ascension is a daily solo run in seven stages. It starts from a dedicated event collection, asks the player to build a complete deck, and makes that deck evolve between increasingly demanding automated battles.
Last updated:
Two boosters and one daily attempt
The daily Ascension event assigns two starting boosters. Open them, build an active deck of exactly six cards, and start only when the list is ready: creating the run consumes the available attempt for that event.
An unfinished run is retained when the calendar rotates so it can be resumed. A completed or failed run remains tied to the daily-attempt rules rather than immediately creating a second run on the same day.
- The player race is assigned from the available released races and differs from the enemy event race where possible.
- Cards and decks belong to the Ascension event, not to the currently selected Season or Legacy pool.
- A complete active deck is required before stage one begins.
Seven automated solo battles
Each stage supplies a six-card opponent deck from the Ascension race. Later stages use stronger level compositions and scaling, while combat follows the normal engine: deck order controls attacks, Taunting controls the priority target pool, and other targets are random.
A victory advances the run after its reward is handled. A defeat ends the attempt. A draw rebuilds the same stage so it can be played again instead of counting as a victory or defeat.
- Plan positions before each fight; there is no manual targeting during combat.
- Observe which card dies before its turn when deciding the next reorder.
- The seventh victory completes the run.
Open rewards and rebuild between victories
Each of the first six stage victories assigns two Ascension boosters. The next stage unlocks after those available boosters have been opened, allowing their cards to reshape the active deck before the following battle.
More cards do not automatically mean more power. Replace cards only when the new level, stats, race interaction, bonus, or attack position improves the six-card plan; the active deck must remain complete.
- Reopen the collection after every stage reward.
- Keep front-line resilience as enemy scaling increases.
- Use Catalyst only after checking that five inputs are not needed in the current six-card deck.
How to prepare a reliable run
Ascension rewards consistency across seven different opponents. A deck depending on one fragile opening can fail before its key card attacks, while a balanced order can keep functioning after a random target changes the first exchange.
Use early stages to inspect actual combat behavior. The result screen shows whether the run continues, but the useful information is also in the sequence: who attacked, which targets were forced, and which bonus remained active long enough to matter.
- Place cards in the exact attack sequence you want to test.
- Use Taunting deliberately; it protects allies by attracting eligible attacks while the card lives.
- Do not start the one attempt with an unfinished experimental deck.