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The Stormherald

Borrow the sky; pay it back.

A weather-sworn caster who walks ahead of the ash storms, borrowing the sky's strength against tomorrow.

Max HP
72
Surge
up to 6
Cards
79

Reach Act 2 on any expedition to awaken the storm.

Play the Stormherald

How the Stormherald plays

Strain is Energy you borrow from next turn. At the start of your turn Strain takes that much Energy (unpaid Strain carries over) and each Energy paid becomes 1 Surge (cap 6, kept all battle). Spend-Surge cards cash it in; Vent clears Strain unpaid. Every card is Spark, Tide or Rime: playing it attunes you, and 'while attuned' riders read the element you held before the card.

Starting deck

Every Stormherald run begins with these ten cards.

A few rare cards

3

Heavensplit

Rare attack

Spark. Deal 12 damage to all enemies. Spend all Surge: +3 damage each.

Upgradable

2

Brewing Sky

Rare power

Spark. Gain 3 Squall.

Upgradable

1

Earthed Coil

Rare power

Tide. Gain 3 Discharge.

Upgradable

0

Borrowed Sky

Rare skill

Spark. Gain 4 Energy. Strain 4. Exhaust.

Upgradable

See all 79 Stormherald cards

Disciplines

At the start of a run, and again at the start of each new act, you choose one of three Disciplines. They last for the rest of the run.

Builds to try

Stormherald relics