Guías 20 jun 2026 10min Redacción de STS2.GG

Guía del jefe Aeonglass: cómo ganar el combate de la rama principal v0.107.1

Guía práctica para Aeonglass en la rama principal actual: qué prueba el jefe, cómo gestionar Wither, qué mazos van mejor y cómo debe plantearlo cada personaje.

The quick game plan

Aeonglass is a hand-management and scaling check. The fight asks whether your deck can keep damage moving while Wither cards enter your hand, and whether you can avoid wasting an entire turn into the boss's new Block window.

The simple plan is to keep your turns compact, use Exhaust or discard to clear Wither, build scaling early, and time burst after you understand the current visible intent. Do not play five tiny low-impact cards just because you can. Every non-status card moves you closer to the next Wither.

  • Prioritize scaling before the hand gets clogged.
  • Keep Exhaust, discard or hand-space tools ready.
  • Burst after accounting for the boss's Block, not blindly into it.
  • Prefer fewer high-impact cards over many tiny plays.

How to handle Wither without losing the run

Wither is the fight's pressure valve. One Wither is annoying; repeated Withers turn your good hand into a stalled hand. The mistake is treating them as harmless junk until your draw has already collapsed.

If your deck has Exhaust, spend it here. If it has discard, use discard to turn Wither into tempo instead of dead space. If you have neither, preserve hand space by ending turns cleanly and avoid flooding the hand with extra created cards unless those cards are winning the fight immediately.

  • Ironclad: Exhaust is premium.
  • Silent: discard is your cleanest answer.
  • Defect: let Orbs work while you spend fewer cards.
  • Regent and Necrobinder: compress into high-value turns.

Play fewer, better cards

The current main-branch Ebb is not the old debuff plan. It is a single-hit attack that gives Aeonglass Block. That means the turn is less about saving for a Strength and Dexterity penalty and more about deciding whether you can efficiently clear or ignore the Block.

Decks that spend one card for a big result are naturally safer: X-cost finishers, big attacks, passive damage, poison, Doom and Orb output. Decks that need a long chain of cheap cards need a much stronger cleanup plan for Wither.

  • Good: X-cost cards, big attacks, passive damage, poison, Doom, Orbs.
  • Risky: Shiv spam, Claw spam, low-impact cycle turns.
  • Treat Ebb as an attack-plus-Block turn.
  • Use visible intent for exact values.

Character-by-character plan

Ironclad wants Strength plus Exhaust. Strength keeps damage compact, while Feel No Pain, Corruption and Sever Soul can remove Withers without turning your whole turn into cleanup.

Silent should prefer poison, discard, or a compact finisher. Shiv decks can still win, but only when the deck has enough discard, draw and scaling to pay for all those extra non-status cards.

Defect should lean on Orbs. Lightning gives passive damage, Frost buys time, and big finishers let you spend fewer cards while the hand is under Wither pressure.

Regent likes high-value Star turns. Use the cheaper Monarch's Gaze from the current patch, then burst when the Ebb Block has been handled or when your damage can push through it.

Necrobinder can let Osty and Doom maintain pressure while the hand deals with statuses. Buffed Sic 'Em and The Scythe also reward compact, high-value turns.

  • Ironclad: Strength plus Exhaust tools for clean Wither removal.
  • Silent: poison or discard first; Shiv needs support.
  • Defect: Orbs give damage and Block without crowding the hand.
  • Regent: set up Star turns and respect the Ebb Block.
  • Necrobinder: Osty, Doom, Sic 'Em and The Scythe reward compact turns.

Decks that feel favored

The best Aeonglass decks either do damage passively or spend energy in large chunks. Single X-cost turns are especially clean because one card can spend most of your energy without feeding the Wither counter multiple times.

Poison and Doom also feel good because the boss keeps taking damage while you spend your hand on blocking and status cleanup. If your deck only wins by playing many small cards, make sure those cards also draw, block, discard or exhaust. Otherwise they are just feeding the fight's main punishment.

  • Favored: X-cost burst, Strength Ironclad, poison, Doom, Lightning and Frost Orb scaling.
  • Playable with support: Shiv, Claw, tiny-card cycle.
  • Bad sign: your best turns add Wither faster than they solve the fight.

Common mistakes

The first mistake is reading old Aeonglass advice. Some early guides still talk about Ebb as a debuff turn; that is no longer the current main-branch fight.

The second mistake is holding all cleanup until later. Wither gets worse in piles, so remove or discard it before it steals your key turn. The third mistake is spending a full hand into fresh Block when you could block, scale or wait for a cleaner damage window.

  • Do not plan around the removed Ebb debuff.
  • Do not ignore Wither until the hand is full.
  • Do not overplay low-value cards.
  • Do not memorize old v0.105 numbers over current visible intent.

Patch context: why older advice changed

Aeonglass started as a beta replacement for Doormaker, then changed again before joining the main branch in v0.107.1. The important player-facing update is simple: Ebb no longer applies its old debuff, and the boss now gains Block on the single-hit Ebb move.

That is why this guide treats visible intent and current in-game tooltips as the source of truth. Use the linked patch notes if you want the full version history, but for actual play, build around the fight you see on the current main branch.

  • v0.107.1 moved Aeonglass to the main branch.
  • The old Ebb debuff advice is obsolete.
  • Use current tooltips and visible intent first.
  • Patch notes are useful for context, not turn-by-turn play.

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