ボス攻略チートシート

Aeonglass

Act 3 — The Beyond · HP: 512 / 535 (A8+)

6枚目ごとにプレイ不能のウィザーが手札に生成され、Increasing Intensityは全ウィザーを強化する。明確なダメージ計画がないデッキは、後半に処理だけでは間に合わない。
重要メカニクス
  • 枯萎の存在:カードを6枚プレイするたびに、ウィザー1枚を手札に加える。
  • ウィザーはプレイ不能で、ターン終了時に手札にあると3ダメージ。Increasing Intensityはデッキ内の全ウィザーを強化し、強化ごとにダメージが3増える。
  • 開幕でアーティファクト3を持つ。アセンション9以上では攻撃が強化され、Increasing Intensityが加えるウィザーは1枚から2枚になる。
攻略戦略

低価値なカードプレイを減らし、ウィザー処理は勝ち筋ではなく時間稼ぎと考える。最初の2回の攻撃を安定して受け、守りを崩さずにアーティファクトを剥がし、Increasing Intensityがウィザーを何度も強化する前に倒す。

行動パターン
Ebb(v0.107.1: 26 · v0.110.0: 22)v0.107.1正式版では26ダメージ(A9以上32)とブロック33。v0.109.0 Betaでは22(A9以上26)に低下し、ブロックは同じ。
Eye Lasers(11ダメージ)11×2ダメージ(A9以上は12×2)を与える。
Increasing Intensity捨て札にウィザー+Xを1枚(A9以上は2枚)加え、筋力3を得て、デッキ内の全ウィザーを強化する。
Aeonglass counter hub · v0.107.1 main · v0.109.0 beta checked

Build for the damage clock, not an infinite cleanup loop

Aeonglass tests three things at once: front-loaded block, useful output per card played, and a way to stop Withers from ruining the hand. Cleanup buys time, but repeated Increasing Intensity upgrades mean the fight still needs a finish line.

v0.109.0 Beta change

Ebb drops from 26 (32 at A9+) to 22 (26 at A9+). Artifact 3, the every-sixth-card Wither trigger, Eye Lasers, and Increasing Intensity are unchanged, so the fight still rewards compressed output and a real damage clock.

Official v0.109.0 patch notes

Why strong runs still die

  • Low-impact card spam reaches every sixth-card trigger without producing enough damage or block.
  • Artifact 3 delays Weak, Vulnerable, and other debuffs during the two opening attack turns.
  • Withers are unplayable: discard or Exhaust helps the current hand, but does not replace a real damage clock.
  • Increasing Intensity upgrades every Wither already in the deck, so late draws become both weaker and more painful.

Good enough before Act 3

  • On main, block or mitigate roughly 30 damage on demand without spending the entire hand. The Beta lowers Ebb, not the rest of the clock.
  • Deal meaningful damage with three to five card plays, not only with long zero-cost chains.
  • Carry at least one repeatable hand-cleanup, discard, Exhaust, or transform line.
  • If the deck depends on Weak or Vulnerable, bring enough applications to clear Artifact 3 first.
  • Keep one potion or burst resource for the first reshuffle after Withers enter the deck.

Fight plan

  • Turns 1–2: respect Ebb and Eye Lasers. Stabilize first; do not spend all resources stripping Artifact if it opens lethal damage.
  • Before the first reshuffle: convert setup into repeatable output and avoid triggering an extra Wither for a marginal card play.
  • After Increasing Intensity: treat upgraded Withers as a shrinking turn budget. Clean the hand, then push damage.
  • At Ascension 9+, budget for Ebb at 32 on main or 26 in v0.109.0 Beta, Eye Lasers at 12×2, and two Withers from Increasing Intensity.

Character adjustments

Ironclad

Exhaust is the cleanest answer, but keep enough attacks to close. A block/exhaust engine without a finisher can still be outscaled.

Silent

Discard prevents end-turn Wither damage in the current hand. Poison needs Artifact removal and enough front-loaded defense; shivs must justify every sixth-card trigger.

Defect

Frost and passive orb output are efficient because they do not require extra card plays each turn. Zero-cost loops need a compressed finisher or reliable cleanup.

Necrobinder

Do not let delayed setup consume the whole clock. Prioritize lines that turn sacrifice or Doom setup into damage while keeping a cleanup option for bad Wither hands.

Regent

Created-card volume is a liability unless it converts into a decisive Star or weapon turn. Bank resources, then spend them in fewer high-impact plays.

Cards to look for by character

This shortlist uses the same current-tier, cleanup, block, damage, and card-tax rules as Boss Prep. Treat it as a starting point; your deck and route still decide the pick.