Beneath Oresa Cheats, Codes, Hints and Walkthroughs for PC Games.

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 Beneath Oresa Cheats

Beneath Oresa

Cheat Codes:
Submitted by: David K 

Useful Tips:
Have at least one high cost, high damage card in your deck. For example, 
if itís the beginning of the run and youíre offered a card that says it 
costs 4 energy and deals 110 damage, you pick it even if you donít have 
4 energy! You can easily and quickly fix the energy cost afterwards with 
a wide variety of antiqorum or other cards. Being able to one-shot a 
medium enemy or slap a huge chunk off a bossís health means you get 
through fights faster and take less damage. It doesnít matter if you 
take some damage that turn if you can remove that foe from the fight 

Pick cards that can discount the cost of other cards. This combo is most 
powerful when combined with tip 1, but works with your regular 1 and 2 
cost cards, too. Sometimes a card will need to be upgraded in order to 
get the discount ability, so prioritize those when upgrading. If a card 
can both pull another card from the discard pile and discount it, you 
can redraw and cast your high damage card several times before you even 
need to shuffle your deck.

Pay very close attention each round to the blue icon next to every enemy, 
even if itís grayed out. This information is just as important as the 
cards you draw on your turn. I lost a good run one time because it was 
grayed out and I thought the boss wasnít doing anything that turn, but 
it activated against far enemies. I started off near to it and attacked 
a far enemy, triggering the effect. I was out of energy at that point 
and immediately died at the end of my turn.

Have at least a couple cards that can either move yourself (gunslinger 
cards that say ďevasionĒ) or the enemy (ďpoint blankĒ or ďknockbackĒ 
effects). Sometimes you need to switch between being near or far to an 
enemy due to its blue icon ability. There are also a lot of attacks, 
program cards, and antiqorum that trigger when you switch zones or 
attack an enemy in a particular zone. Being able to reliably control 
this is very valuable, especially if you already have a few of those 
antiqorum & cards.

Take your deck size into account if deciding whether or not to save 
your fade cards. If you have 30+ cards in your deck and itís not a 
floor boss fight, you probably arenít going to see that card again 
unless you can pull it from the discard pile with another cardís 
ability. Fade might as well say fleeting at that point and itís use 
it or lose it. Ideally, you donít want a deck that big, but sometimes 
it canít be helped. As is the case with other deckbuilding games like 
this, a smaller deck makes your draws much more consistent. Itís 
extremely difficult to get a tiny deck in this game due to being forced 
to choose a card every combat, though.

You will not win if you rely on 3 mana and no cost reduction. But its 
not unreasonable to do a lot better than that, a boss 1 artifact to 
get you to 4, plus some cards that get you extra mana or reduced cost. 
Blue buff cards help in a similar way because they add some value to 
every turn without spending mana in exchange for being weaker the 
turn you play them.

Paying one card to discount 2 cards in your discard by 1 and put 
them back into your deck is huge for example. It doesnít necessarily 
help right this instant (it can if you have card draw) but it is a 
net positive mana over the course of a fight and it puts the best 
two cards youíve played back into your deck. Whether thatís just a 
value 1 mana card or a 3 or 4 cost heavy htiter that you canít do 
much more when you play it, its good.

And on deck size, a card with fade stops existing after the first 
pass through your deck. So it makes your deck thinner, plus they 
tend to be better than normal cards anyway. I am personally a belief 
of thereís never a good reason to not play a fade card unless it just 
doesnít do what you need at all. If you can choose between playing 
the fade or two weaker cards that do the same thing, play the fade, 
it gets you a better turn right now even if not strictly necessary. 
Same deal with cards the draw an extra in addition to themselves 
whether thatís a free card with draw or an on draw effect. Between 
the two you can pretty easily get even a 20 card deck down to the 
point where you see the whole thing in 2 turns. Even less sometimes. 
The 0 cost look at 3 cards, discard one of them, draw another, boost 
its damage if its an attack for example is really good, even without 
the damage boost. For free you are getting rid of it and another 
card while also replacing itself, so it gets rid of two cards at 
actually no cost with upside if you trigger its damage boost.

The exception to smaller being better is the virus characters if you 
donít have a good way to quickly shove all the virus into your 
discard. Itís better to have a huge deck with some weaker cards than 
risk having complete dud turns where your hand is entirely viruses. 
Anchor effects can help with that. Doesnít help if you have 8 mana 
but nothing to play it on.

Last thing Iíll say is life is a resource, use it. A lot of new 
players in every game try to avoid losing hp at all costs. But if 
your options are take 5 damage now but eliminate an enemy/make them 
able to be killed next turn (e.g. they have 30 hp right now and you 
donít have anything that does more than 9 left in the deck) you are 
probably taking less over the fight by just eating a bit of damage 
right now. The best form of crowd control is death. This includes 
wiping out the smaller enemies in an elite fight if you can quickly, 
while they may do a fraction of the damage, 2 extra hits coming in 
at 16 a round you are having to block really hurts your ability to 
clean up the big enemy quickly if you can deal with the adds using 
less than a turn. and if you canít you probably lost anyways.

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