Here are some of my staple cards: Item Cards 1. Shock Shrooms and Boom Shrooms: These 2 item cards are very useful as they deal 3 damage, and the shock shrooms deal a 1-term paralysis to an entity, which is a breath of fresh air. 2. Death Shrooms: Even though it comes at a 6 sanity cost, it deals 6 damage, which is able to defeat an Ancient Faceling entity in 1 go. 3. Master Goggles: As the master goggles protect your sanity from the effects of bright and dark halls, it can also grant an extra painite flip. 4. Death Moth Jelly or Almond Water: As they both give you 3 sanity points, they can be used to distract entities, which can give you time to cover the item and entity with another room card, hopefully giving you time to flee the scene. You can even offer an Arch Raven some moth jelly to prevent its attack. 5. Memory Fluid: It might have a negative effect on your sanity when you use it on yourself, but it can be useful when you have too much in your Deck in Hand and too little in the Pull Pile. You can also use memory fluid to access a room with a Frowner, or used to distract entities. Entity Cards 6. Deathmoth: These little guys give you 2 sanity point and give you one item form the top of the pull pile, which can be very useful if you're nearly trapped. 7. Cosmonaut Tomac: This companion can boost the item cards' effects by +1. 8. The Clocksmith: You have 2 options; battle him for a chance for a painite gem, or collect 2 item cards from the pull pile. Room Cards 9. Poisoned Hall: It may have a negative effect if you don't have a gas mask, but it can still be useful as they deal 1 extra damage to any engaged entity. 10. Hallway: The spotlight of the backrooms tcg (besides corner), the hallway can save your life as you get 3 cards from the pull pile, 3 sanity, and 2 navigation points.
Wow great answers! And all of these are amazing in their own ways honestly. Thanks for the detailed thoughts, it's always great to see people really thinking about the game and having a great time with it.
@@BACKROOMSTCG I also gave 9 of the cards of your top 10. The one I still have missing in your list is the Crimson Knight. The Crimson Knight seems interesting.
Great overview!
Thanks a lot! It was a pleasure when it all came together
Here are some of my staple cards:
Item Cards
1. Shock Shrooms and Boom Shrooms: These 2 item cards are very useful as they deal 3 damage, and the shock shrooms deal a 1-term paralysis to an entity, which is a breath of fresh air.
2. Death Shrooms: Even though it comes at a 6 sanity cost, it deals 6 damage, which is able to defeat an Ancient Faceling entity in 1 go.
3. Master Goggles: As the master goggles protect your sanity from the effects of bright and dark halls, it can also grant an extra painite flip.
4. Death Moth Jelly or Almond Water: As they both give you 3 sanity points, they can be used to distract entities, which can give you time to cover the item and entity with another room card, hopefully giving you time to flee the scene. You can even offer an Arch Raven some moth jelly to prevent its attack.
5. Memory Fluid: It might have a negative effect on your sanity when you use it on yourself, but it can be useful when you have too much in your Deck in Hand and too little in the Pull Pile. You can also use memory fluid to access a room with a Frowner, or used to distract entities.
Entity Cards
6. Deathmoth: These little guys give you 2 sanity point and give you one item form the top of the pull pile, which can be very useful if you're nearly trapped.
7. Cosmonaut Tomac: This companion can boost the item cards' effects by +1.
8. The Clocksmith: You have 2 options; battle him for a chance for a painite gem, or collect 2 item cards from the pull pile.
Room Cards
9. Poisoned Hall: It may have a negative effect if you don't have a gas mask, but it can still be useful as they deal 1 extra damage to any engaged entity.
10. Hallway: The spotlight of the backrooms tcg (besides corner), the hallway can save your life as you get 3 cards from the pull pile, 3 sanity, and 2 navigation points.
Wow great answers! And all of these are amazing in their own ways honestly. Thanks for the detailed thoughts, it's always great to see people really thinking about the game and having a great time with it.
@@BACKROOMSTCG I also gave 9 of the cards of your top 10. The one I still have missing in your list is the Crimson Knight. The Crimson Knight seems interesting.