Two Decisions, Decisions copies can produce a much larger turn than two separate manual plays. Play the first, select the second from hand, and the selected copy resolves three times. Each resolution supplies its own draw and Skill selection. The result is three selections of a Skill played three times, provided suitable targets remain available.

The normal entry costs six Stars and zero Energy. Each Decisions has Exhaust. A chain consumes its copies and available targets; its size does not establish a renewable infinite. Pael’s Growth makes this an unusual build by supplying extra permanent copies through Clone, with a real cost in Ancient choice and campfire actions.

Clone growth and campfire costs

Choose a Decisions already in the deck as the eligible Clone target when taking Pael’s Growth from Pael. At a later rest site, the Clone action duplicates the Clone-enchanted copies, and the new copies keep that enchantment.

Clone actions after enchanting one copyClone-enchanted Decisions copies
None1
One2
Two4
Three8

Those are permanent deck copies, not extra plays added directly to the current combat. The first campfire gives the pair needed for the basic nested sequence. Later doubling increases how often you find the card and how many chains you can spend, while taking more space in the deck.

Each ordinary Clone visit uses the action that could have been Rest or Smith. A dangerous fight before the next safe campfire can make another Ancient gift preferable. Miniature Tent changes that conflict by allowing multiple rest-site options, but it is another conditional item rather than a standard part of the recipe.

Two or four copies can be enough. Stop adding them when the deck is failing to find the Star generator, Block or attack that those copies must support. Doubling a card which still cannot start is not a substitute for fixing its entry condition.

A complete two-copy burst

Assume a starting hand contains two base Decisions, base Venerate, base Patter and base Production. Start with six Stars and zero Energy. No enemy reaction, other Power, relic, cost change or damage modifier alters the sequence. The draw effects may find additional cards, but the example does not use them.

  1. Manually play Decisions A, paying six Stars. After its draw, choose Decisions B from hand.
  2. B’s first resolution selects Venerate, playing it three times: gain six Stars.
  3. B’s second resolution selects Patter, playing it three times: gain 24 Block and six Vigor.
  4. B’s third resolution selects Production, playing it three times: gain six Energy.

The two Decisions and their nine selected Skill resolutions count as 13 Skill plays: one outer Decisions, three plays of B, and nine target plays. After those effects, this example has six Energy, six Stars, 24 Block and six Vigor. These are outcomes under the stated assumptions; they do not identify a complete kill without a further attack.

The selected plays are automatic and do not separately charge their normal manual Energy or Star prices. The outer Decisions still needs its six-Star payment. Hand capacity and available cards can reduce actual draws; base A requests three draws and the three B resolutions request nine more, but that is not a guarantee of drawing twelve cards into hand.

Choose the targets the encounter needs

Venerate restores the six Stars paid to begin this example. It can help fund a later Star finisher or another manual Decisions. Patter supplies immediate defense and Vigor for the next Attack. Production supplies Energy to spend after the chain. These targets solve different shortages; none guarantees that the needed attack is reachable.

Lunar Blast deals four base damage per Skill already played. After the illustrated 13 Skill plays, its pre-modifier value is 52. The six Vigor from Patter would add to the next Attack if it remains available, making that one Blast 58 before enemy defenses and other modifiers. Spending Vigor on another Attack first changes that result.

More complex targets can create cards, apply debuffs or repeat draw. Their secondary effects and selections must be resolved each time. Avoid committing to a long chain with no plan for how the resulting hand deals damage or survives the enemy’s actual intent.

Exhaust and where the next copy comes from

Both Decisions copies normally leave circulation through Exhaust after their plays. A selected Skill can also have its own Exhaust behavior. Copying more Decisions increases the finite supply; it does not make discarded and exhausted cards interchangeable.

The reshuffle guide explains why a currently resolving card cannot be chosen as though it were already back in hand. A third Decisions must become available in hand before it can be selected. Cards remaining in the draw pile and cards still resolving are different resources.

A single Decisions can still give three useful plays of an ordinary Skill without waiting for the rare package. Its upgrade changes draw from three to five; the Star price remains six and Exhaust remains. Use the card to solve the current turn while deciding whether later copies are worth acquiring.

Exhaust, play limits and enemy reactions

Velvet Choker, Normality and encounter reactions can prevent or punish long card sequences. The source reports describe spectacular outcomes, but their old card upgrades, enemy versions and supporting items must not be imported into every current run.

Before taking another Clone action, name the missing part of the next difficult fight. If it is access to Decisions, copying may help. If it is the first six Stars, immediate defense or a reachable finishing Attack, spend the next reward or campfire on that shortage instead. The Regent Star strategy covers the ordinary deck that carries this rare chain to its setup turn.