GAME MECHANICS HOARD

EXHAUST/REMOVE FROM GAME

Card effects that remove a card from play entirely for the rest of the fight or run — exhaust in Slay the Spire, purge, banish — as opposed to discarding, which returns on reshuffle.

The mechanic serves two opposite masters: as a cost, powerful one-shot effects exhaust themselves so they can't be spammed; as a service, removal effects thin the deck of weak cards so the remaining engine draws more consistently. Slay the Spire builds entire archetypes on exhaust synergy (feed on your own exhausted cards), and every deckbuilder since — Monster Train, Inscryption — carries some version. Designers use exhaust because deckbuilders live and die on draw consistency: permanent removal is the strongest form of deck control, so pricing and rationing it defines the strategy layer, while self-exhausting bombs let designers print dramatic effects without warping every turn around them. Key decisions: whether exhaust is per-combat or permanent for the run, whether exhausted cards are retrievable by rare effects (creating a design space of exceptions), and how exhaust interacts with copy and status cards. Pitfall: making deck-thinning too available — if every shop trivially purges, all decks converge to the same lean engine and the buildcraft identity of a run dissolves.

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