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Shadow Thief

Playstyle: Defensive · Complexity: 5/6 · Season 1

Who is this character?

An attrition thief: hoard CP, let poison tick, then convert CP into damage.

How to play Shadow Thief

If after roll 1 5× Shadow for Shadow Shank! are reachable. Keep 5× Shadow and reroll all dice not needed, aiming at Shadow Shank! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Insidious Strike. Shadow Shank! deals a documented 12 damage, so the 5 committed dice stay on the table.

Mid game: Build Shadows and Sneak Attack, use Insidious Strike for CP banking.

If after roll 1 a large straight for Insidious Strike are reachable. Keep a large straight and reroll all dice not needed, aiming at Insidious Strike (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Shadow Shank!. Insidious Strike deals a documented 7 damage, so the 5 committed dice stay on the table.

CP drains like Exploding Arrow and Moon Elf are your nemesis – spend CP on cards before they get drained if needed.

Shadows also blocks ultimates in that attack phase – the perfect counter when the opponent is visibly collecting 5 symbols.

Carducopia (2 card symbols) draws 2+ cards: take it only when neither bags nor daggers offer anything.

Splurging CP on cards – your CP total IS your damage stat.

Looking for Shadow Dance too late and walking into the enemy burst turn without Shadows.

Strengths

  • Shadows negates an ENTIRE enemy attack phase
  • Insidious Strike deals damage equal to your whole CP pool – without spending it
  • Pickpocket steals CP directly from the opponent

Weaknesses

  • Very tame early: Dagger Strike only deals 4–8
  • Needs 5+ turns before the CP pool gets dangerous

Key attacks

  • Dagger Strike
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🗡 Dagger is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🗡 Dagger · 4 damage · poison

  • Shifty Strike
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.

    Small straight (4 in a row) · about 4 damage

  • Pickpocket
    Setup

    Setup attack: places effects that later turns rely on.

    Play it early while turns remain for the effect to pay off – as the last action of a close game Pickpocket deals no damage.

    2× 💰 Bag

  • Insidious Strike
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.

    Large straight (5 in a row) · about 7 damage

  • Shadow Dance
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 3× 👤 Shadow is missing after roll 1 (36% across all three rolls); otherwise you give up an already safe route.

    3× 👤 Shadow · about 2 damage

  • Carducopia
    Setup

    Setup attack: places effects that later turns rely on.

    Play it early while turns remain for the effect to pay off – as the last action of a close game Carducopia deals no damage.

    2× 🃏 Card

  • Shadow Shank!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× 👤 Shadow (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× 👤 Shadow · about 12 damage

Key statuses & resources

  • Combat Points: Your weapon: Shifty Strike = half your CP (rounded up), Insidious Strike = full pool, Shadow Shank! = pool + 5. The CP are NOT spent. Pickpocket 2–4 (with a shadow: 1 of them stolen from the opponent), Shifty/Insidious/ultimate +3 each before the damage, Dagger Strike +1 with a bag. Barely spend! Only buy cards when the turn is otherwise empty – every CP is future damage.
  • Shadows + Sneak Attack: Shadows: all attacks in one enemy turn fizzle completely (lasts through your next full turn). Sneak attack: +1d6 on one attack. Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice. Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.
  • Poison: negative, triggered as a conditional inflict via Dagger Strike, Shadow Defense and Counter Strike.
  • Prioritise Pickpocket/Carducopia when no high-chance attack is available, since they are pure economy turns with no damage per the data set.
  • Shadows + Sneak Attack: Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice.
  • Shadows + Sneak Attack: Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🗡 Dagger · 2/6 (faces 1, 2)💰 Bag · 2/6 (faces 3, 4)🃏 Card · 1/6 (faces 5)👤 Shadow · 1/6 (faces 6)

Level I abilities

  • Dagger Strike
    Normal
    Dice requirement:
    3× 🗡 Dagger
    Damage/healing:
    4 damage
    Key effects:
    poison
  • Shifty Strike
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 4 damage
  • Pickpocket
    Dice requirement:
    2× 💰 Bag
    Damage/healing:
    Not sufficiently verified
  • Insidious Strike
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    about 7 damage
  • Shadow Dance
    Pure
    Dice requirement:
    3× 👤 Shadow
    Damage/healing:
    about 2 damage
  • Carducopia
    Dice requirement:
    2× 🃏 Card
    Damage/healing:
    Not sufficiently verified

Ultimate

  • Shadow Shank!
    Ultimate
    Dice requirement:
    5× 👤 Shadow
    Damage/healing:
    about 12 damage

Defense

Counter Strike The defense roll is made whenever you are attacked. It does not prevent damage directly. Avoiding the attack is also possible. Two options: Shadow Defense (4 dice – 2 shadows = whole hit negated + sneak attack) or Counter Strike (5 dice – retaliate 1 per dagger, poison on dagger+shadow). Both only prevent with luck.

Special mechanics

  • Shadows attack avoidance
    Board mechanic
    Shadows avoids an entire enemy attack phase and must therefore not be treated as a prevention value. · Maximum: 1
  • CP damage engine
    Token mechanic
    The uncapped CP pool is hoarded and converted into half, full, or full pool plus 5 damage.
  • Poison attrition
    Mechanic
    Poison is applied early, stacks to 3, and creates recurring damage during the opponent's upkeep. · Maximum: 3

Resources

  • Combat PointsYour weapon: Shifty Strike = half your CP (rounded up), Insidious Strike = full pool, Shadow Shank! = pool + 5. The CP are NOT spent. · Pickpocket 2–4 (with a shadow: 1 of them stolen from the opponent), Shifty/Insidious/ultimate +3 each before the damage, Dagger Strike +1 with a bag. · Barely spend! Only buy cards when the turn is otherwise empty – every CP is future damage.
  • Shadows + Sneak AttackShadows: all attacks in one enemy turn fizzle completely (lasts through your next full turn). Sneak attack: +1d6 on one attack. · Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice. · Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.

Upgrades & cards

What changes?

  • Dagger Strike
    Level II
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 4× 🗡 Dagger instead of 3× 🗡 Dagger
  • Dagger Strike
    Level III
    • Damage: 8 damage instead of 4 damage
    • Dice requirement: 5× 🗡 Dagger instead of 3× 🗡 Dagger
  • Pickpocket
    Level II
    • Dice requirement: 3× 💰 Bag instead of 2× 💰 Bag
  • Pickpocket
    Level III
    • Dice requirement: 4× 💰 Bag instead of 2× 💰 Bag

Hero-specific cards

Not sufficiently verified

Works well with

  • Barbarian

    Barbarian adds the healing that Shadow Thief lacks.

  • Seraph

    Seraph adds the healing that Shadow Thief lacks.

  • Cursed Pirate

    Cursed Pirate adds the attack denial that Shadow Thief lacks.

Good matchups

  • Gunslinger

    Shadow Thief keeps Gunslinger tied up with Poison, and Gunslinger already needs tight rolls.

  • Psylocke

    Shadow Thief keeps Psylocke tied up with Poison, and Psylocke already needs tight rolls.

  • Pyromancer

    Pyromancer lands ~6 damage per turn once Fire Mastery is up – and Shadow Thief has little to absorb it.

Tough matchups

  • Storm

    Storm keeps Shadow Thief tied up with attack denial, and Shadow Thief struggles to reach their strong turns.

  • Huntress

    Huntress keeps Shadow Thief tied up with Bleed, and Shadow Thief struggles to reach their strong turns.

  • Druid

    Druid keeps Shadow Thief tied up with Wound, and Shadow Thief struggles to reach their strong turns.

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