My Arcana Sets
Oh boy, time for another post that's bound to tick some people off! Being able to create multiple different sets of arcana cards is a nice way to mix up the gameplay. I have created six different sets (mostly because that's the max amount you can make) and thought I'd share them with you, even if you absolutely hate them. I made sets that have different aims, but they might be subject to change if I decide certain cards aren't actually good for certain sets. I will give you the rundown on why I picked the cards for each set. Here they are:
Set 1: Favorites/Default
These are simply the cards I like to use the most. Most of them make battle a lot easier. A card you're gonna be seeing a lot is The Wayward Son, as I literally cannot play without it. Another card you're gonna be seeing a lot is Strength, but I'll have you know that aside from two sets this card is interchangeable with Death due to them using the same amount of Grasp, the main difference being one it better for beginners while the other is for those who are more confidant in their skills. The Sorceress and Eternity are here because they both make using Omega moves more fun, The Furies, Night, and Origination can help deal more damage, The Swift Runner fixes how slow you are, The Lovers make Guardian fights a little easier, The Artificer is good since minor rewards aren't that helpful during the late game, and Persistence is generally good to have.
I don't really care much for The Huntress and The Messenger, they're only here because I had some extra Grasp left. As a reminder, cards that use zero Grasp can't be activated on their own, you need to activate specific cards in order to use them. In this case I have The Moon, The Centaur, and Divinity. The first two are the ones I care about, activating Divinity was unintentional.
Set 2: Jackpot
I thought gemstones would be most appropriate
I know this is an unpopular opinion, but I really don't care for rerolls as they prevent me from using some of the best Keepsakes, I don't always need them, and even when I do use them I'm not always guaranteed the choices I want. In spite of all that, sometimes I need to mix things up a little.
This set has most of the same cards as the first one, but some were replaced by The Enchantress, The Boatman, and The Champions. The Fates are also here as well for extra charges. I had no problem replacing The Huntress and The Messenger anyway as they were just filler cards for my favorites set. While it's a shame to replace Eternity and The Artificer, I can live without them.
Set 3: Offense
I like using the Aspect of Thanatos, but the Morrigan works here as well
This one is all about damage. The Furies, Night, Origination, and Strength increase damage output, The Sorceress and Eternity are good for Omega moves, and while having both The Huntress and the Unseen may seem redundant having them both allows for spamming Omega moves. For extra, The Wayward Son is here because like I said "I literally cannot play without it", and The Boatman is here because why not.
As for zero cards, The Moon makes using Hexes a lot easier, but The Centaur and Divinity are unintentional.
Set 4: Defense
This is the opposite to set 3 as it focuses more on survivability over attack. Obviously The Wayward Son had to be here, Persistence is good for this as well, The Swift Runner for getting away easier, The Lovers for extra protection against Guardians, and while I don't entirely get how The Messenger is supposed to work it's stated effects do fit well here. I know using Death and Strength at once is redundant, but Strength will activate once all the Death Defiance has been used, think of it as a failsafe. The Furies is the odd-one-out since it's more related to damage, but using Casts is a good defensive strategy.
Excellence is here because I needed a five card to activate The Centaur and had reasons for not picking the others. As for The Enchantress and The Champions, I thought why not since I had the extra Grasp and the whole idea of this set is low-risk low-reward so might as well prevent me from using the Fates' Whim Keepsakes.
Set 5: Zero/Jackpot 2
I figured the pom the most made sense
I originally made this to activate every zero card except for Judgment, but noticed a lot of overlap with the Jackpot set, so I gave it a second purpose. The point of the first Jackpot set is to give me access to Change of Fate while still giving me a good starting kit, while Jackpot 2 is about insuring I can get the best builds at the expense of a lackluster starting kit. A high-risk high-reward set if you will. The Enchantress, The Fates, and The Champions give Change of Fate, The Boatman helps activate The Fates, The Artificer gets me a few better rewards, and Excellence, The Queen, and Divinity increase the chance of better choices.
For the rest, I needed a one and a two card to activate The Centaur so I chose The Wayward Son and Persistence (I'm sure you can guess why), I picked Night since it was the only card that would allow me to activate The Moon without deactivating The Queen, and I use The Sorceress and Strength (or Death) because why not.
Set 6: Judgment
IDK, I just felt that icon fit best
The only set that doesn't use full Grasp. Judgement will only activate when you have no more than three cards on, but fortunately zero Grasp cards don't count so use that knowledge to your advantage. Having Night and The Lovers will not only activate Judgment and The Queen but Divinity as well.
That leaves room for one more card and I don't think I need to explain why it's The Wayward Son.
Posted Dec 4, 2025, 9:49 PM UTC