Weapon Card
Knife Card
A low-cost damage card that keeps early Turboturn chains legal and gives starter decks a reliable opener.
Key takeaway: keep Knife Card tied to one clear run objective before adding optional risk.

Knife Card is most useful when you need a concrete Vampire Crawlers decision before the next room, reward, or boss fight. Key takeaway: keep Knife Card tied to one clear run objective before adding optional risk.
First-clear routing, Mobile quick reference, Build planning
- Taking Knife Card without checking whether it fits the current Turboturn cost curve.
- Ignoring the listed risk: Polluted hands.
- Pairing it with Polluted hands before the build can support that tradeoff.
Walkthrough Notes
Why it stays useful
Good with Antonio.
Knife looks simple, but cheap damage is what lets expensive cards land later in the turn. Keep one copy until the deck has a better opener.
- Good with Antonio.
- Cut only after another low-cost opener replaces it.
- Do not over-upgrade if it stops being the payoff.
Learning path
Turboturn
Ascending-cost card order that turns cheap setup cards into larger combo turns.
Shield window
The turn range where damage should be delayed until armor or shields are removed.
Gem economy
Rules for spending gems only when they create route safety or a power spike.
Shovel exit
A route shortcut used after the deck has banked enough value from a floor.
Polluted deck
A deck with too many low-impact cards to draw a reliable combo chain.
Bounce
Projectile behavior that rewards positioning and repeated target hits.
FAQ
When should I use Knife Card?
Use this gear when its stage, role, and synergies match your current route instead of forcing it into every run.

