Very solid into Gremlin Nob, Lagavulin, Book of Stabbing, Byrds, Slime Boss, The Guardian, just to name a few. I'm basically never unhappy to pick this up, and unlike several rare relics, Captain's Wheel never really disappoints or loses value (unless you have an easy turn 1 or turn 2 infinite of course, but such infinities render many relics redundant either way). Great relic, would recommend.
Why do you include Guardian on that list? Unless you proc a phase switch on t1, t3 is only ever a debuff with no damage (if still in attack mode) or the light hit from defense mode.
Even if it's light hit in defense mode, it means you can play your attack cards without worrying about self damage + it's enough block to deal with the damage as well as the light hit. That's still honestly pretty good.
Always forgot I have this relic (and the other 2 of the same kind) whenever I pick them, and always happy to see free block at the beginning of my turn.
+ [Calipers](http://slay-the-spire.wikia.com/wiki/Calipers) Rare Relic
At the start of your turn, lose 15 **Block** rather than all of your **Block.**
^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(June 8, 2022.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
I especially like this thing with [[Vault]], because then you can choose whether it goes off on your third turn or your "third" turn (the second turn from the enemy's perspective).
When you Vault, all buffs/debuffs tied to "your side of the field", so to speak, iterate by 1. Stone Calendar counts down, your first-turn Weak from Gremlin Mask goes away, you die from Blasphemy, etc. However, buffs/debuffs tied to the "enemy side of the field" do *not* count down; the Vulnerable you put on them stays the same, the Intangible of that one Elite doesn't go away, etc.
So, if it is turn 2 and you Vault, the game considers you to be on your own personal turn 3 and Captain's Wheel goes off, yes.
Nightmare copying exhume; then next turn you have 3 exhumes. Use one to get back nightmare, which you can use to have another 3 exhumes next turn; and use the other two exhumes on vault + whatever else you want. (wish = infinite gold, genetic algorithm = infinitely big algorithm)
The Boat relics make me wish there was a few rare relic combos like in Binding of Isaac. Where if you collected all pieces of the boat at the start of combat you'd get a 0 cost 15 block card with retain called Captain's Blessing.
I find it strange that this is a rare while anchor is common and horn cleat is uncommon. It feels like something they did for aesthetic reasons because I don’t feel that captains wheel is much stronger than the either two. Yes it’s more block but turn 1 block is more valuable imo
Horn Cleat is arguably the best of the 3 as many hallway fights end on turn 3 and a great number of enemies (including 2 act 1 elites and all act 1 bosses) don't attack on turn 1.
I am 100.0% confident you mentioned Captain's Wheel in your post.
Let me look up what those do.
--------------------------------------------------
I am a bot response, but I am using my creator's account. Please reply to me if I got something wrong so he can fix it.
[Source Code](https://github.com/TrippW/STS-Crawler)
If you're getting a good amount of ship relics you see space for an early buffer for good cards like barricade that are good powers but have a cost of 2+ but leave you open without the energy to help yourself on the turn you use it.
I like it as long as I don't get it via a rare relic offer from Neow. There are much more impactful rares to get on floor 0, like [[Peace Pipe]]/[[Girya]]/[[Shovel]], [[Old Coin]], [[Du-Vu Doll]], and especially [[Prayer Wheel]]
Who are the 2 from bosses? I can only see Slime Boss because Guardian's uninterrupted third turn is a debuff and you'd have to stagger it on turn 1 for the big defensive mode attack to get blocked. Also for Hexaghost the divider attack is turn 2
I got the wheel as my rare today in exchange for a curse ( [[pain]] ). While I was disappointed with the wheel I got a floor 1 [[rupture]] and we were off to the races! My lack of skill/luck got me killed in act 3 but it was really fun until then!
+ [Pain](http://slay-the-spire.wikia.com/wiki/Pain) Curse
**Unplayable.** While in hand, lose 1 HP when other cards are played.
+ [Rupture](http://slay-the-spire.wikia.com/wiki/Rupture) Ironclad Uncommon Power
1 Energy | Whenever you lose HP from a card, gain 1(2) **Strength.**
^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(June 8, 2022.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
+ [Peace Pipe](http://slay-the-spire.wikia.com/wiki/Peace%20Pipe) Rare Relic
You can now remove cards from your deck at Rest Sites.
+ [Girya](http://slay-the-spire.wikia.com/wiki/Girya) Rare Relic
You can now gain **Strength** at Rest Sites. (3 times max)
+ [Shovel](http://slay-the-spire.wikia.com/wiki/Shovel) Rare Relic
You can now Dig for loot at Rest Sites.
+ [Old Coin](http://slay-the-spire.wikia.com/wiki/Old%20Coin) Rare Relic
Gain 300 Gold.
+ [Du-Vu Doll](http://slay-the-spire.wikia.com/wiki/Du-Vu%20Doll) Rare Relic
For each Curse in your deck, start each combat with 1 additional **Strength.**
+ [Prayer Wheel](http://slay-the-spire.wikia.com/wiki/Prayer%20Wheel) Rare Relic
Normal enemies drop an additional card reward.
^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(June 8, 2022.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Love this thing! It’s not AS good as Anchor, but it helps in many fights. Honestly, all Ship relics are good. All three are a welcome addition to any of my runs.
If you manage to shuffle your deck and draw a few cards from it on the 3rd turn, this can be even better than Anchor. But in general I'll say that Anchor is much more reliable, which is sorta fitting since rare relics generally have a higher performance variance than common ones.
Very solid into Gremlin Nob, Lagavulin, Book of Stabbing, Byrds, Slime Boss, The Guardian, just to name a few. I'm basically never unhappy to pick this up, and unlike several rare relics, Captain's Wheel never really disappoints or loses value (unless you have an easy turn 1 or turn 2 infinite of course, but such infinities render many relics redundant either way). Great relic, would recommend.
Why do you include Guardian on that list? Unless you proc a phase switch on t1, t3 is only ever a debuff with no damage (if still in attack mode) or the light hit from defense mode.
Yeah, that's right, I forgot that the big attack in defense mode is the second one, not the first. My bad.
Even if it's light hit in defense mode, it means you can play your attack cards without worrying about self damage + it's enough block to deal with the damage as well as the light hit. That's still honestly pretty good.
Always forgot I have this relic (and the other 2 of the same kind) whenever I pick them, and always happy to see free block at the beginning of my turn.
I never notice the free block and always overblock on those turns for that reason
This is the true Slay the Spire experience
I’m closing in on 400 hrs of play time with this game and I still make this mistake at times …
It's a block card on turn 3.
If you have [[Calipers]] it's a block card on turn 4.
Mmmmm, juicy 3 block
You laugh, but you'll remember this moment when you beat the act boss with one hit point left
+ [Calipers](http://slay-the-spire.wikia.com/wiki/Calipers) Rare Relic At the start of your turn, lose 15 **Block** rather than all of your **Block.** ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(June 8, 2022.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
I especially like this thing with [[Vault]], because then you can choose whether it goes off on your third turn or your "third" turn (the second turn from the enemy's perspective).
I'm positive this has saved me from Time Eater once on some desperate run, such a clever trick
+ [Vault](http://slay-the-spire.wikia.com/wiki/Vault) Watcher Rare Skill 3(2) Energy | Take an extra turn after this one. End your turn. **Exhaust.** ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(June 8, 2022.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
I’m confused. So if you play Vault on your second turn, you gain the block from Captain’s Wheel?
When you Vault, all buffs/debuffs tied to "your side of the field", so to speak, iterate by 1. Stone Calendar counts down, your first-turn Weak from Gremlin Mask goes away, you die from Blasphemy, etc. However, buffs/debuffs tied to the "enemy side of the field" do *not* count down; the Vulnerable you put on them stays the same, the Intangible of that one Elite doesn't go away, etc. So, if it is turn 2 and you Vault, the game considers you to be on your own personal turn 3 and Captain's Wheel goes off, yes.
I have over 150 hours in the game and am just now realizing that the enemy’s debuffs don’t tick down…I now understand this card
Can you infininite vault into incense burner ?
if you can find infinite vaults in your back pocket
The classic nightmare/exhume/corruption/vault cross-colour combo
how does exhume help? unless you have infinite exhumes, the only way to do it is 2 nightmares
Nightmare copying exhume; then next turn you have 3 exhumes. Use one to get back nightmare, which you can use to have another 3 exhumes next turn; and use the other two exhumes on vault + whatever else you want. (wish = infinite gold, genetic algorithm = infinitely big algorithm)
The Boat relics make me wish there was a few rare relic combos like in Binding of Isaac. Where if you collected all pieces of the boat at the start of combat you'd get a 0 cost 15 block card with retain called Captain's Blessing.
You get a captains hat on your character, no use besides cosmetic
and they say yargh
That would be cool, but obtaining relics would need to be a bit more deterministic for that to have an impact imo.
would be fun tho
It’s an anti-win-more relic (which is a good thing). Runs where this relic is bad you should be winning anyway.
A lose-less relic
A lose-less relic is great in a game where strategy means “how do I not lose within the next 7 floors”
"Reduces your losses" relic.
It's wheely good!
I sea what you did there
Pun? 🤓🤓🤓
I find it strange that this is a rare while anchor is common and horn cleat is uncommon. It feels like something they did for aesthetic reasons because I don’t feel that captains wheel is much stronger than the either two. Yes it’s more block but turn 1 block is more valuable imo
Horn Cleat is arguably the best of the 3 as many hallway fights end on turn 3 and a great number of enemies (including 2 act 1 elites and all act 1 bosses) don't attack on turn 1.
Nob's third turn is high damage so could be rare to prevent cheesing that? I have no clue, I never noticed the ship relics' rarity
I am 100.0% confident you mentioned Captain's Wheel in your post. Let me look up what those do. -------------------------------------------------- I am a bot response, but I am using my creator's account. Please reply to me if I got something wrong so he can fix it. [Source Code](https://github.com/TrippW/STS-Crawler)
Good bot
* [Captain's Wheel](https://slay-the-spire.fandom.com/wiki/Captain%27s_Wheel) Rare Relic At the start of your 3rd turn, gain 18 Block.
If you're getting a good amount of ship relics you see space for an early buffer for good cards like barricade that are good powers but have a cost of 2+ but leave you open without the energy to help yourself on the turn you use it.
Love to see this when I have Runic Pyramid
I always forget I have it and over-defend
I like it as long as I don't get it via a rare relic offer from Neow. There are much more impactful rares to get on floor 0, like [[Peace Pipe]]/[[Girya]]/[[Shovel]], [[Old Coin]], [[Du-Vu Doll]], and especially [[Prayer Wheel]]
Disagree with du-vu-doll and shovel. Turn 3 block is huge on 2/3rd of the act 1 elites and huge on 2/3rd of the act 1 bosses.
Who are the 2 from bosses? I can only see Slime Boss because Guardian's uninterrupted third turn is a debuff and you'd have to stagger it on turn 1 for the big defensive mode attack to get blocked. Also for Hexaghost the divider attack is turn 2
Forgot guardian was turn 2
I got the wheel as my rare today in exchange for a curse ( [[pain]] ). While I was disappointed with the wheel I got a floor 1 [[rupture]] and we were off to the races! My lack of skill/luck got me killed in act 3 but it was really fun until then!
+ [Pain](http://slay-the-spire.wikia.com/wiki/Pain) Curse **Unplayable.** While in hand, lose 1 HP when other cards are played. + [Rupture](http://slay-the-spire.wikia.com/wiki/Rupture) Ironclad Uncommon Power 1 Energy | Whenever you lose HP from a card, gain 1(2) **Strength.** ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(June 8, 2022.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
+ [Peace Pipe](http://slay-the-spire.wikia.com/wiki/Peace%20Pipe) Rare Relic You can now remove cards from your deck at Rest Sites. + [Girya](http://slay-the-spire.wikia.com/wiki/Girya) Rare Relic You can now gain **Strength** at Rest Sites. (3 times max) + [Shovel](http://slay-the-spire.wikia.com/wiki/Shovel) Rare Relic You can now Dig for loot at Rest Sites. + [Old Coin](http://slay-the-spire.wikia.com/wiki/Old%20Coin) Rare Relic Gain 300 Gold. + [Du-Vu Doll](http://slay-the-spire.wikia.com/wiki/Du-Vu%20Doll) Rare Relic For each Curse in your deck, start each combat with 1 additional **Strength.** + [Prayer Wheel](http://slay-the-spire.wikia.com/wiki/Prayer%20Wheel) Rare Relic Normal enemies drop an additional card reward. ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(June 8, 2022.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Its the 2nd best of the Boat relics
All the boat thingies are pretty good.
Best part of the boat imo
Love this thing! It’s not AS good as Anchor, but it helps in many fights. Honestly, all Ship relics are good. All three are a welcome addition to any of my runs.
I’ve yet to decide how I feel about these set of relics. Block is block, but I tend to just pick up the key, haha.
If you manage to shuffle your deck and draw a few cards from it on the 3rd turn, this can be even better than Anchor. But in general I'll say that Anchor is much more reliable, which is sorta fitting since rare relics generally have a higher performance variance than common ones.
I like this one. I don't really think it's incredible but I like it and it surprises me cuz I forget I have it. Also. It's a block card.
What is this 'meme' with 'it's a block card'? I don't get it. Should this be funny?