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Serene Hush is a 2-star event card that prevents all battles from taking place for one chapter. This includes battles between players, battles caused by cards, and battles caused byand panels.
Serene Hush offers players a turn without having to worry about bosses or enemy players smashing their HP and taking their hard-earned stars. Serene Hush is extremely useful duringor , as players cannot trigger the panels while it is active. This allows more passive characters to go a turn without worrying about taking damage from combat and can deny more offensive characters some wins. Since the card prevents players from challenging opponents that they pass, Serene Hush can be an effective tool for players to get their opponents in front of them. From there, the player can seize the initiative in combat the next turn or keep the player from attacking them by staying behind them. Just about any character that plays cards can benefit from Serene Hush, but passive players tend to get the most use out of it. Although aggressive characters like or can benefit from the card if played on their terms, it can also be used by their opponents to escape their attacks. Serene Hush can also cause characters with hypers that provide a multi-turn combat advantage to lose a valuable turn of their boost, such as and his hyper, . is perhaps the character most harmed by this card, as she depends on gaining wins from battles in order to level up and win.
Extra Info[edit | edit source]
- Cards that initiate battles can still be used, but will not cause the battle to happen. Other effects of the card still trigger.
- and will end the player's turn.
- , , , and will be triggered, but do nothing.
- will move the player to the target, then end their turn.
- will stop players on the user's panel, but no combat will take place.
- and effectively do nothing.
In co-op mode, Serene Hush can be extremely useful, as it can be used to negate dangerous, potentially game-ending, boss cards such as , or . Activating the card before the boss activates these cards will effectively nullify the damage that could be done to the player and their allies. Furthermore, this card can be used to buy the player's team precious time during the Terror event (which spawns additional panels throughout the board), by providing protection to the living characters and another opportunity for recovering players. This can prove especially effective in Hyper difficulty, where bosses have the ability to spam dangerous high-level event cards that trigger battles early on. Consequently, the card has a rather high deck point cost, since under the right circumstance it can save a team from complete defeat, and thus players must decide carefully how many copies of the card they can feasibly pack.