Dungeon Exploration Guide
Dungeon order matters because it controls when your deck must already be functional. Early dungeons reward tempo and cheap control. Mid-game branches test whether your evolution timing is real or still missing one critical piece. Late bosses punish drafts that spent too many rewards on novelty instead of consistency.
| Route Stage | What It Tests | Draft Priority |
|---|---|---|
| Early Floors | Tempo, damage smoothing, and bad-shop survival | Take reliable damage cards and one sustain answer. |
| Elite Branches | Evolution timing and whether your deck can win longer fights | Choose stability over greed if a key combo piece is still missing. |
| Boss Chambers | Burst windows, status recovery, and damage pacing | Enter with a planned kill sequence, not just high rarity cards. |
Routing Rule
Only take the greedier branch when your current deck already wins the next boss check. If you still need an evolution piece, more healing, or one reliable control tool, choose the safer path and preserve the run long enough to finish the build.
Boss Prep
Go into late encounters with a defined kill sequence: what starts damage, what protects the carry, and what rescues the turn if the shop path was imperfect. That plan matters more than one extra relic line.
If you cannot explain why the route is still safe after one bad reward, the route is probably too greedy for your current deck.