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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 StageWhat It TestsDraft Priority
Early FloorsTempo, damage smoothing, and bad-shop survivalTake reliable damage cards and one sustain answer.
Elite BranchesEvolution timing and whether your deck can win longer fightsChoose stability over greed if a key combo piece is still missing.
Boss ChambersBurst windows, status recovery, and damage pacingEnter 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.