The Winnowing
A threshing wind wearing the shape of a warden. It cannot be cut, only outlasted: your blade finds mostly moving air, and the crosswind beats every stroke aside, so the hardest swings land softest. It mends no wound, the cold shakes off it like rime off a flail, and the only turns it does not swing are the ones it spends quickening — or parting around the blow you thought had landed. The moving air will not hold a fire either: embers banked in it are scattered down to a bare few before it swings. It opens almost gently, two low passes you barely feel, and it never stops quickening, until the pass that grazed you on turn one is the one that finishes you.
The threshing wind. You cannot cut it: your blade finds mostly moving air, and the crosswind beats your strokes aside, so the decks that swing most swing hardest into nothing. It mends no wound and it cannot be slowed, the rime shakes off it between passes, and the air quickens and keeps quickening, until the pass that grazed you first is the one that finishes you.
| Move | Type | Value | Applies |
|---|---|---|---|
| opens with a low pass for 11 | attack | 11 | — |
| the crosswind beats your blade aside (Chill 4: your next 4 strikes land at half) | debuff | 4 | Chill |
| parts around your swing - you cut only moving air (+8 Guard) - it does not strike this turn | defend | 8 | — |
| the air quickens (+1 Wrath - every pass from here lands harder) - it does not strike this turn | buff | 1 | — |
| the moving air scours the rime off it (it shakes off banked Chill) - it does not strike this turn | shrug | 1 | — |
| the headwind rises against every stroke (Chill 5: your next 5 strikes land at half) | debuff | 5 | Chill |
| reaps for 29 | attack | 29 | — |
| the wind sheds the rime again (it shakes off banked Chill) - it does not strike this turn | shrug | 1 | — |
| separates you out for 34 (only below 50% HP) | attack | 34 | — |
This boss is built to punish the Blood deck. It never stands at the end of Descent I against that deck; from Descent II on, bring something else, or bring an answer.
- ❄️ Chill
- This unit's next attack deals HALF — one stack is spent per attack.
- 🛡 Guard
- Absorbs incoming damage. Resets at the start of its turn.
- 💪 Wrath
- Adds its value to every attack it makes. Lasts the whole fight.
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