Downfall - A Slay the Spire Fan Expansion

Downfall - A Slay the Spire Fan Expansion

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The Hexaguide
By blue
A guide to everything Hexaghost: cards, relics, mechanics, boss strategies, etc. Made for Ascension 20 players, but also explains the basic mechanics as well.
   
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The Hexa-guide - Spin the Wheel!
Videos of runs and formatting coming Soon™.

Updated for the most recent version.

I recommend using Slaytabase while reading this guide before I've set up images.

The modded Hexaghost character is relatively confusing to new players, especially on the first few runs. A lot of the cards are based around knowing what the Ghostflame Wheel does and the order of the flames, prepping your next turn, or Afterlife cards that provide partial value if they exhaust, but end up being a double edged sword in that you need to play them if you want to keep getting the effect. However, once you learn the mechanics, you'll realize that the character is not much more complicated than the Defect, and that managing the order of your Ghostflames and prepping your next turn is not too dissimilar to managing the order of your Orbs.


The Basics - Your Starter Deck and Relic, and the Ghostflame Wheel.
Hexaghost starts with the Spirit Brand Starter Relic, 4 Strikes, 4 Defends, Float, Sear, and Kindle.

They have 66 Max HP (62 on high levels of Ascension), and while this low amount is a major weakness of the character, you can gain 4 Block each turn so long as you manage to activate your Spirit Brand by Igniting a Ghostflame each turn. But what's a Ghostflame?
Hexaghost has an innate mechanic called the Ghostflame Wheel that asks the player to play certain types of cards as a sidequest in order to get rewards as well as activating the Spirit Brand for vital amounts of Block and to Advance onto the next flame at the end of the turn, bringing the player closer to the powerful Inferno Ghostflame. The order of the flames goes - Searing, Crushing, Bolstering, Searing, Crushing, Inferno, (Loop).

Ghostflames ask you to play certain cards and these requirements track between turns, so if you need to play two attacks but can only play one, you'll only need to play one next turn.
The Searing Ghostflame is the first one, and requires you to play 2 Attacks, and applies 6 Soulburn to a random enemy, a debuff that causes the enemy to lose HP after 3 turns. The Searing Ghostflame is also scaled twice with Intensity, so if you have 10 Intensity, it will apply 26 Soulburn. Its relatively important to make your deck consistent at igniting the Searing Ghostflame on your first turn so that enemies take Soulburn damage on turn 3. This is particularly important for Gremlin Nob, who does the big attack on turn 3 in high Ascension. This means that early on, you should focus on putting attacks or draw into your deck to make it more likely that you have at least two attacks in your first hand. Cards like Flash of Steel or Dramatic Entrance are much more viable on this character because of this, so if one of the starting bonuses is a random colorless card, you should heavily consider it. Flash of Steel will also provide continual value by providing a free "token" for Searing Ghostflames while not taking up a draw slot in your hand.

The second Ghostflame is the Crushing Ghostflame, and requires that you play two skills, and deals 6 damage to a random enemy. Like Flash of Steel, Finesse is also a good card on Hexaghost due to it providing free tokens for your Crushing Ghostflames. Unlike the Searing Ghostflames, the Crushing Ghostflames are only scaled once with Intensity, so if you have 10 Intensity, you'll only do 16 damage. However, the fact that it provides immediate damage is helpful and shouldn't be underestimated. Furthermore, Hexaghost has two starter skills in their deck that make these flames deceptively more powerful: Float and Kindle.

Float is a card that simply draws a card and advances, and since it's a skill, you can use this card as the second card to ignite the Crushing Ghostflame without having to spend a second Energy on a Defend, leaving you with more energy to ignite your next Ghostflame.

Kindle is a card that will ignite the current Ghostflame if it isn't already ignited, and the upgrade removes the conditional. However, if it's the last token required for a Ghostflame, it will ignite twice with one card! In the case of your Crushing Ghostflame, this will deal 12 damage by hitting twice! This mechanic is called Double Ignition and is incredibly powerful, it's important to look out if you can perform Double Ignition at any given point. Double Ignition can be performed with any card that directly ignites a Ghostflame (Kindle, Haunting Echo, Flare Flick, Instant Inferno), as long as you use that card as the same card that fulfills the sidequest requirement for the Ghostflame. For instance, using Haunting Echo as the second Attack while on a Searing Ghostflame. Learning this mechanic is extremely important for learning how to maximize value on this character, ESPECIALLY on higher Ascension.

While Sear, your other starter card doesn't have any direct interaction with Ghostflames, it is still a potent tool due to having a lot of damage on it for a 1 cost, and being an Afterlife card, which are potent Ethereal cards which grant parts of their effects upon exhausting, which I go into more detail about in the next section about Afterlife cards. Furthermore, it's also an Attack which means that it is still helpful for your Searing Ghostflames.

The third Ghostflame is the Bolstering Ghostflame, and requires that you play a power. You don't have a power in your starter deck, but you do have kindle, which will still work. The Bolstering Ghostflame grants 5 Block that scales once with Intensity, and 1 Strength, which doesn't scale with Intensity at all. This means that playing Kindle on your Bolstering Ghostflame grants a total of 9 Block and 1 Strength for only a single Energy thanks to the extra 4 Block from your Spirit Brand. This Ghostflame makes playing powers much safer as this character, and means that you should always have a couple to make Igniting this not solely rely on Kindle.

After this, you get another Searing Ghostflame, which is nice because by the time you get to it, Soulburn would have just activated, so you get a chance to reapply it. Then you get another Crushing Ghostflame, and finally, the Inferno Ghostflame as your sixth and final flame.

The Inferno Ghostflame deals 4 damage to a random enemy for each ignited Ghostflame, then extinguishes all of them. Each hit of the Inferno scales with Intensity once, meaning a full inferno is effected by Intensity six times! If all of them are ignited, meaning you didn't skip any, it will also provide 2 Intensity for the rest of the fight. It requires that you spend 3 Energy, which is going to be your entire turn unless you have an Energy providing boss relic, or have spent energy on your previous turn contributing to it. Like the Crushing Ghostflame, you can perform Double Ignition by spending your third Energy on playing Kindle, which will ignite your Inferno twice and deal a devastating amount of damage. If you perform Double Ignition on the Inferno while having all of the Ghostflames ignited, you'll deal an extra 6 hits of 4 damage, each increased by Intensity, and even get 2 extra Intensity, which should help you close out the fight quickly if you haven't finished the combat as well as scale you in boss fights.
And then you go back to the first Searing Ghostflame.
Afterlife and You
Having to spend energy and cards on performing specific actions each turn to facilitate the Ghostflame Wheel can lead to you lacking Block on many turns, even with the 4 Block from the Spirit Brand. This is where Afterlife comes in, special Ethereal cards that grant part of their effect if they exhaust, usually defensive in nature!

Your starter card Sear is an Afterlife card, and deals 6 damage and applies 6 Soulburn, upgrading to deal 2 more damage and apply 2 more Soulburn for a +4 damage upgrade. While dealing 16 damage for 1 is a pretty powerful effect, you can let it exhaust and it will target a random enemy for 6 (8) Soulburn, which is pretty helpful if you need to spend your energy on something else, or if you have something better to play. Afterlife cards will provide a lot of free value during each combat, but if you don't play them, they exhaust, meaning that future cycles of your deck are going to not have those cards. Deciding whether to play an Afterlife card to get the full effect of the card and to keep it for your next cycle, or to play aggressive and let an Afterlife card exhaust for free value while spending your Energy on other cards is a careful balancing act, and you should consider both how long the combat is going to last and whether or not you want to full value of the card whenever you draw an Afterlife card.
Clockwise and Counterclockwise
At the end of your turn, if your current Ghostflame is ignited, you move forward to the next one, bringing you closer to the powerful Inferno Ghostflame. There are cards that Advance naturally, like your starter card Float. But if you look at Float's upgrade it says that you can now choose to stay on the current Ghostflame or Retract alongside the choice to Advance.

It makes sense what Retract is, going counterclockwise instead of Advance's clockwise, but why would you want to do that? Doesn't that bring you farther away from the Inferno? Yes, but many of the cards that Retract provide powerful frontloaded effects to make up for it or have powerful synergies with Ethereal cards. You can choose to opt out of the Inferno Ghostflame entirely and focus entirely on Ethereal cards and Retract synergies. And if your Retract deck is powerful enough, you can try to ignite the entire Ghostflame wheel counterclockwise, regaining the powerful Inferno effect.
Big Decks
Afterlife cards can provide powerful effects for free.... once. But what if you took Afterlife cards like candy and added as many to your deck as possible, and focused on heavy amounts of draw, trying to gain many free effects each turn? Most afterlife cards provide Block, so it makes sense to try and have a large deck with a lot of draw from a relic like Snecko Eye or Pocketwatch, and gain tons of Block for free. However, you still need to focus on damage and you'll be more inconsistent at igniting your Ghostflames each turn. Whether or not you choose to build a large deck is mostly dependent on the run, but you'll tend to have decks around the high twenties or mid thirties in a typical run, which can go to extremely high numbers of 50+ if you find the Prayer Wheel relic early and have the draw to back it up.
The Seals and The Broken Seal
Hexaghost can rarely find Seal cards after combats in the combat rewards, special ethereal powers that don't grant any effect during combat, but provide an after combat bonus. They cost 2 and upgrade to cost 1. Playing Seals in combat makes it more likely that you'll find a Seal that isn't already in your deck.

The Seals grant the following bonuses:
1st Seal - At the end of combat, heal 8 HP.
2nd Seal - At end of combat, gain 15 Gold. (Souls in Downfall mode.)
3rd Seal - At the end of combat, gain an additional normal card reward.
4th Seal - At the end of combat, gain an additional Potion reward.
5th Seal - At the end of combat, Upgrade a random card for every 13 unupgraded cards in your deck.
6th Seal - At the end of combat, increase your Max HP by 2.

Each of these has their own use case, for instance 3rd and 5th Seal both support a large deck, while 1st and 6th Seal help combat Hexaghost's low starting Max HP and enable more aggressive plays. However, they have an additional use. Having and playing all six in a single combat removes them from your deck and grants a special relic: The Broken Seal. On pickup, this relic fully heals you, increases your Max HP by ten, and grants 2 permanent Strength, Dexterity, and Intensity. A powerful relic for sure, but you have to keep in mind that these cards do nothing in combat. Getting too greedy can easily cause you to die to an elite because you drew a hand full of Seals that do nothing. However, it is important to keep in mind that these cards are powers and as such contribute to the Bolstering Ghostflame, so you can try to safely play them that way. If you're trying to find all six seals, try to play it safe and avoid dangerous combats is you can. If you manage to gather all six and play them in a combat, you'll be well on the way to a powerful relic so long as you manage to cash out safely.
Why Boss Swapping is BAD on Hexaghost
The Spirit Brand Relic matches up incredibly well into all of Act 1, especially the Elites and early hallways, and maintains some relevance even late into a run. Even if you trade into a good 4th energy relic, you are only gaining 1 additional block by playing two Defends over having played one Defend and having Ignited that turn.

The only boss relics that would act as a good swap for this reason are Pandora's Box, Snecko Eye, and Forbidden Fruit. While Runic Pyramid is arguably the best boss relic for Hexaghost, you won't have the ability to use it at its fullest from Floor 0, especially after having lost the Block from Spirit Brand. While Black Star is typically a good boss swap, Hexaghost often relies on the Block from Spirit Brand to not bleed out early on, and to Block against both Tri Sentries and Lagavulin, two of the three Act 1 Elites.

Furthermore, since you are losing Spirit Brand, you won't be able to obtain Mark of the Ether from your boss chests, which is a powerful Block solution. You are better off taking one of the first two options, especially "Obtain an Uncommon Colorless Card" for the good chance of finding Flash of Steel, Finesse, Dramatic Entrance, Dark Shackles, Swift Strike, Good Instincts, Bandage Up, Deep Breath, or Panic Button. All of these cards are good for being zero costs to benefit your Ghostflames, especially Flash of Steel and Finesse for also drawing a card, and Dramatic Entrance for increasing your consistency during turn 1.

The other floor zero bonuses such as Gold/Souls, an Upgrade, or Neow's Lament/Heart's Malice are also very good options to take.
Outlook on Boss Relics in Act 1 and Act 2 (Yes, all of them)
So you beat your Act 1 or 2 Boss and are looking at 3 Boss Relics of varying effect. Which one should you even take?

Astrolabe -
Can help push you towards better attack skill balance, and can give Afterlife cards which can somewhat count as having gained Energy from this boss relic. Better taken from your Act 1 Boss Chest than the Act 2 Boss Chest.

Black Star -
Hexaghost does not particularly enjoy fighting the Act 2 Elites without having a boss relic already. If you're exceptionally confident, go ahead, but you're better off taking a relic for consistency from your Act 1 Boss Chest.
Taking this relic from your Act 2 Boss Chest is not recommended unless the other two options are actively negative.

Busted Crown -
No. This relic is untakeably bad at all times unless you have an already won run. Hexaghost heavily relies on finding and taking Afterlife cards, and seeing one third of the cards heavily limits the number you can take. The one exception is if you already have a powerful deck and have the Singing Bowl relic, which Hexaghost can already use exceptionally well due to already having additional card reward menus from Seals and the Third Seal. Losing out on that many card rewards and Afterlife cards is not as bad when you are gaining massive amounts of Max HP.

Cursed Bell -
Maybe. Depends on the other options. Curse of the Bell can be exhausted with Ether Step or Worthy Sacrifice.

Coffee Dripper -
Hexaghost has access to healing via First Seal, and obtaining The Broken Seal fully heals them, on top of granting them permanent stats that will help with Block for the rest of the run. Very good relic to take, especially in combination with Mark of the Ether to prevent a significant amount of HP loss. Can easily be taken from either the Act 1 or Act 2 Boss Chest, but is better taken from the Act 2 Boss Chest since encounters such as Shelled Parasite + Fungi Beast and Tri Slavers will not occur anymore. However, it is still recommended to be heavily wary against Act 3 Elites when pathing with this relic, even more than Hexaghost normally is.

Cursed Key -
It's Cursed Key. There isn't much to say about it that isn't obvious. Better taken from the Act 2 Boss Chest or if you already have the blue key, typically safe option, etc.

Ectoplasm -
Terrible, but if playing on Downfall mode, slightly better since breaking the keys to access Act 4 no longer costs Souls. If you already have 2 keys and neither are broken, it can be worth considering since you save 100 Souls, making this relic slightly more worth it. If you have all 3 keys and haven't broken any of them, you save 150 Souls, but doing all that in Act 1 just for the chance of finding a middling relic is not worth it for all the risks that come with obtaining all three keys in Act 1. It's also worth noting that you won't obtain the 150 Souls that you normally get for eliminating the Merchant.

Empty Cage -
Can help you pursue a Devil's Dance infinite. Good if the other two options are bad or if it perfectly refines your deck, but only going into Act 3. From your Act 1 Boss Chest, you'd much prefer something else, even if it comes with a risk attached due to the minimal immediate impact Empty Cage has going into fights like Shelled Parasite. Much more valueable to help finish cleaning up a deck.

Forbidden Fruit -
Extremely powerful relic. Much better taken from your Act 2 Boss Chest where you have definitive direction with your deck, and can help seal up your deck by providing pivotal support cards or winconditions that you haven't found yet. Takeable from your Act 1 Boss Chest, but will require much more thinking due to the lack of high octane accleration that Hexaghost has, but a good idea would be to take either Devil's Dance or Naughty Spirit if you had one but not the other and then Time Warp/Into Shadow as your rare and an Afterlife card of your choosing as the common. Of course, this is only one idea and the proper idea with Forbidden Fruit will vary from run to run.

Fusion Hammer -
Hexaghost can upgrade cards through Fifth Seal, but don't rely on Fifth Seal to upgrade pivotal cards due to the fact that it is both random and reliant on having at least 13 unupgraded cards. Obviously, there are a lot of cards and relics that support Fusion Hammer such as Barbell and Warped Tongs, and if you don't particularly care about any of your upgrades this is a good take.

Idol of Retromation -
Relatively safe pick, unless you are focused on Afterlife, in which case it is somewhat unsafe due to being able to target a card you were planning to let exhaust. Unless you are incredibly concerned about the semi-random nature of Idol of Retromation or there is something that is arguably better on offer you should be taking this.

Libra -
See Exclusive Boss Relics - Libra.

Makeshift Battery -
A good take if you have a very large deck focused on Afterlife that takes a long time to shuffle or if you have Ether Step to exhaust the Slimed cards. Further, there is the Gelatinous Cube relic that replaces the draw issue with a hand clog issue that takes longer to come up and is easier to deal with. If you have Gifts from Beyond, the generated cards each turn can also offset the Slimed cards. Having two copies of Ether Step or Gelatinous Cube / Bronze Idol is the ideal scenario to take this relic in.

Mark of the Ether -
See Exclusive Boss Relics - Mark of the Ether.

Pandora's Box -
This already good relic is better than average due to the existence of Afterlife cards. Afterlife cards cost 0 in a strange way, meaning that on top of transforming all of your strike and defend cards, it also somewhat acts as energy. A minor downside of this relic is that you have no control over what type of cards you get, so it will temporarily throw off your attack skill balance. This can easily be solved by visiting the shop and removing cards a couple of times. To see a version of Pandora's Box where you can control attack skill balance, see Exclusive Boss Relics - Libra.

Philosopher's Stone -
Incredibly difficult take as Hexaghost. Not worth taking going into Act 2 at all because of the multiple combats that will take advantage of the enemy strength. This also includes Ironclad 2, Silent 2, and Watcher 2, who greatly benefit from this. Going into Act 3, it's takeable if you need a 4th energy and are on Downfall mode, but due to the Corrupt Heart's multiattack, it is untakeable in Standard mode unless you have a powerful defensive relic such as Incense Burner or have taken Apparitions from the Council of Ghosts during Act 2 while having a small enough deck that you can consistently draw them early on.

Rough Diamond -
This relic is incredibly potent if you have Time Warp, which in a good Time Warp deck will be able to easily play it every turn, making this essentially free energy. Think of it as Hovering Kite on Silent, where if it's good, it's good.

Runic Dome -
Hexaghost will tend to try and play certain types of cards each turn no matter what the enemies are doing to keep up with the Ghostflame Wheel. Furthermore, Afterlife cards can provide free block, allowing you to have a consistent Block strategy with Runic Dome, at least for your first shuffle. A very fast deck with a lot of draw and advance will appreciate this relic, as it will have wanted to play the cards that the wheel requires no matter what was happening that turn. A bit tough to take going into Act 3 because of Writhing Mass, but that is inherent to Runic Dome and not to the interactions that it has with Hexaghost.
Act 1 and 2 Boss Relics, continued.
Runic Pyramid -
Without a doubt, the strongest relic you can find as Hexaghost. It grants you near 100% consistency when it comes to the Ghostflame Wheel outside of turn 1, especially the Bolstering Ghostflame, and enables extremely powerful ignition combo strings. Further, it makes Double Ignition near 100% consistent as well by allowing you to hold onto those cards for pivotal moments. It makes some of the strongest cards you can find when playing as Hexaghost far stronger, as well as already very strong colorless cards such as Flash of Steel and Finesse. Runic Pyramid is already one of the best relics in the game, but due to Hexaghost's inherent mechanics, it is much stronger and will often outclass even safe energy options such as Coffee Dripper.
Of course, a major exception is if you have Snecko Eye, or heavily focused on Afterlife cards. While already having Snecko Eye is possible, being almost entirely focused on Afterlife is incredibly unlikely unless you already have Snecko Eye in the first place.

Sacred Bark -
Hexaghost has access to 4th Seal, a weaker and more expensive version of Alchemize, which can still serve to justify taking Sacred Bark. Of course, if you already have strong potions or the ability to generate potions, this relic is not bad, but it will probably have some sort of competition from the other two options. Of particular note are Hexaghost's exclusive potions, especially Combustive Fluid and Inferno Potion.

Slaver's Collar -
You can use your Afterlife cards to provide free value during your first shuffle so you can get through your hallway fights even with 3 energy, so this relic is much easier to handle than on other characters. Hexaghost really appreciates the 4th energy when it counts most, but will struggle on Act 3 hallways if your other boss relic is ineffectual for hallways or lacks immediate effect. Aim to make your other boss relic especially high impact to power through.

Snecko Eye -
Insanely powerful relic. Allows you to take countless Afterlife cards for free value. After all, even if the card cost 3, you still drew it and its Ethereal nature means that Afterlife will activate at the end of your turn no matter what. This, combined with the inherent +2 draw of Snecko Eye allows you to add an absurd amount of Afterlife cards for basically zero cost in deckbuilding. It also removes the need to upgrade your Seal cards as well as many other cost reducing upgrades on Hexaghost. Hexaghost also has a lot of expensive high impact cards such as Infernal Form, Unlimited Power, and Heat Crush. Furthermore, the random cost introduced by the relic does not effect the consistency of the Ghostflame Wheel very much at all due to the additional draw unless you rely on 0 cost cards such as Time Warp, Naughty Spirit, and Flash of Steel.
Of course, this relic is not worth taking if you heavily rely on such zero cost cards or have Runic Pyramid, for obvious reasons.

Sozu -
This relic is terrible for Hexaghost unless you are going into Act 3 with potions that are already very good, to the point where you were planning on saving at least one of them for Act 4. Hexaghost heavily relies on potions to power through both their first Act 2 Elite and as an extremely vital safety net for Act 3 Elites. If you truly need a 4th Energy going into Act 3, and the other options are truly untenable, then this is in fact tenable. However, if I had a strong enough deck, I would geniunely take Busted Crown over this, assuming I'm going into Act 3. If I was going into Act 2, I would probably opt for one of the non-energy relics.

Tiny Bowler Hat -
A suprisingly powerful option for Hexaghost, since it both provides frontloaded AoE, which Hexaghost somewhat lacks in, and 0 cost cards, which supports the Ghostflame Wheel, especially in combination with Olexa's Shield to make the power cards always provide value. This relic can also provide Plated Armor and Strength which is more helpful during longer length combats.

Tiny House -
Even worse than normal due to Hexaghost's tendency to take multiple Afterlife cards, increasing the chance of an irrelevant upgrade. The Max HP is slightly more relevant due to Hexaghost's lower starting Max HP. Not totally useless since it has zero negatives attached, but the true negative is that you aren't taking one of the other two options, both of which are probably more powerful.

Velvet Choker -
Suprisingly takeable due to the existence of Afterlife cards allowing you to gain value from cards by not playing them, allowing you to "cheat" the 6 card limit. Of course, Velvet Choker is still a very limiting relic for a character that likes to play out long ignition combos, but it's not nearly as bad as it typically is due to the existence of Afterlife. If you don't rely on 0 cost cards for ignition, have a good amount of Afterlife, and need a 4th energy, this card is very takeable as Hexaghost.

Xanatos' Icy Charm -
See Exclusive Boss Relics - Xanatos' Icy Charm.
Exclusive Potions
Molotov -
It's a great potion to take into Gremlin Nob, both for guaranteeing that Soulburn deals damage on turn 3 and lowering the required amount of damage that you need to deal by that turn by a massive amount. Other than that, you should think of this as a Fire Potion that you need to time properly, or to apply Soulburn to an enemy if you failed to draw two attacks on your first turn.
Of particular note is the Hermit 1 fight, where you will want to apply Soulburn to Hermit on turn 2 so that he does not gain Block from Roughhouse, which makes negating his Concentration much easier on his Deadeye turn.

Combustive Fluid -
This is a pretty versatile potion that can act as Soulburn, instant damage, Block and Strength, and can even ignite your Inferno Ghostflame 3 times for a devastating 72 damage and 6 Intensity, 144 and 12 with Sacred Bark! This potion can and will solve bosses in terms of damage if you hold onto it, especially the Sacred Bark version.

Inferno Potion -
Making all of your Ghostflames AoE is a pretty strong effect for many of the combats and elites, but this potion is most notable for its Sacred Bark effect, which makes all Ghostflames perform their ignition effects twice.
Exclusive Common Relics
Jar of TOBSCo -
The "Data Disk" of Hexaghost. Like Data Disk, this provides a lot of free value during a combat and is almost always worth buying from a shop unless something better is on sale.

Recycler -
Since the card you get back costs zero, its a good enabler for Seals if you can afford paying two energy for them. You can also just use this card to get an Afterlife effect again on the next turn.
Exclusive Uncommon Relic
Olexa's Shield -
This is the main support for Seals, allowing you to play them while still making offensive progress in a fight, and this relic is a good sign to go for The Broken Seal if you already have a couple when you find this. Outside of Seals, its still a strong consistency relic.
Exclusive Rare Relics
Red Candle -
Even without having added any cards to your deck, this adds 3 damage to your starter card Sear and 3 damage to your Searing Ghostflames. It has a number of strong synergies with cards like Charged Barrage and Whisper from Beyond, but typically this will just be a strong damage increase to your Searing Ghostflames. It also adds a staggering 12 damage to Incineration.

Sneaky Teakwood Match -
An incredibly fast source of acceleration that can let you ignite the Inferno Ghostflame fully on the third turn or even earlier with other sources of Advance. However, it does also let you Retract, which can easily be very strong with Devil's Dance and Into Shadow, and could enable going counterclockwise around the Wheel.

Soul Stone -
This relic is a powerful way to consistently ignite your current Ghostflame each turn so long as you have cards to exhaust. You can use the Nightmare cards to renewably get exhausting cards, or use Gifts from Beyond to add Afterlife cards to your hand each turn so you can activate this after you run out of Afterlife cards.
It also directly synergizes with Here and Now, allowing you to advance if Soul Stone activates after your turn ends because of Afterlife cards.
Exclusive Shop Relic
Soul of Chaos -
This relic is incredibly niche since igniting the Mayhem Ghostflame requires that you end your turn on it, meaning it slows decks that focus on the Wheel to a halt. It's also slow, meaning that even if you're focused on Afterlife, it's going to take multiple turns to grant value. However, if you're using Forked Flame and Catch Up, and aren't focused on the Wheel at all, you can spam the Mayhem Ghostflame to indiscriminately play cards.
Exclusive Boss Relics
Mark of the Ether -
The upgraded version of Spirit Brand, granting Block for every Ghostflame ignited, and not just the first one each turn. If you have a thin deck focused around Double Ignition, have Forked Flame or Catch Up, or are just not interested in the other two boss relic, consider taking this. This relic gets much stronger the more draw, Advance, and zero costs you have in your deck. It also really appreciates being paired with a 4th energy to grant even more Block, so it's best taken from your Act 2 boss chest if you already have 4 energy or Runic Pyramid, but it's still very takeable from your Act 1 boss chest if the other options are unappealing or if you have the aforementioned Forked Flame or Catch Up. I would consider this in almost all Wheel decks that haven't solved blocking yet, especially those on standard mode that plan to go to Act 4 and fight the Corrupt Heart.

Libra -
An alternative version of Pandora's Box that lets you decide on how many cards to transform, and will always transform Strikes into skills, and Defends into attacks. This relic is a good way to get rid of your Basics while still having a good balance between attacks and skills for the Wheel, and you can still leave a couple of them if you want to have a specific number. Of course, since you know what type of cards you're going to get, Molten Egg and Toxic Egg are incredibly strong with Libra. However, this relic is often weaker than Pandora's Box because it cannot grant powers.

Xanatos' Icy Charm -
Reducing your Intensity and preventing the Inferno Ghostflame from scaling you is a steep price for a 4th energy, but this relic isn't untakeable even in Wheel focused decks. Afterlife focused decks can use this relic relatively well since they don't care about the damage from the Wheel or the scaling from the Inferno, even if the loss of Intensity hurts. Wheel decks that use Infernal Form may actually want this over other energy relics if it makes playing Infernal Form more consistent, since they use Infernal Form for scaling over the Inferno Ghostflame, so they only lose 1 Intensity, which may be worth it if the extra energy makes playing Infernal Form safer.
Exclusive Events
Seal Chamber (Any Act) -
The Seal Chamber will only offer Seals that you haven't gotten yet, so it's a nice boost on your way to the Broken Seal, but you should be trying to do combats instead of events if you're trying to get the Broken Seal in the first place. Don't try too hard to get this event since combats will help more in that regard, and consider it good luck if you find it instead.

Council of Ghosts (Act 2 Only) -
Instead of losing 50% of your max HP for Apparitions, Hexaghost loses 65% of their max HP. In return, ALL of your Strike and Defend cards are removed in return for Apparitions and special "Council's Justice" cards that deal extra damage for each exhausted Apparition. While losing 65% of your max HP, especially on a character with low starting max HP may seem like too much, removing all of your Strike and Defends is incredibly powerful and if you have access to the 6th Seal, you can continually gain more max HP through combats. If you have Toxic Egg to upgrade the Apparitions, 6th Seal to gain more max HP, or have a lot of Strike and Defend left, this event is incredibly powerful.

Falling (Act 3 Only) -
While you can opt to not remove any card, you can still remove a card, so you should check the other options to see if any of them have a card worth removing.
Basic Cards
Strike -
1 cost attacks are valueable as tokens for your Searing Ghostflames, especially since you start with 6 skills in your deck. You also get strength from your Bolstering Ghostflame, so it's not like this card is completely useless. However, it's still a Strike. Carefully consider your deck and relics when removing strikes and defends to maintain a balance between attacks and skills. If you have Bottled Flame, Dramatic Entrance, Bag of Preperation, or any other way to make it more likely for you to have two attacks on turn one to activate your Searing Ghostflame, remove Strikes before Defends.

Defend -
1 cost skills are also valuable as tokens for your Crushing Ghostflames, but you have 6 skills in your starting deck and also gain 4 block for free each turn thanks to your starter relic. Furthermore, tons of afterlife cards provide defensive value for free, so it might make sense to remove Defends from your deck before Strikes if you have a good amount of afterlife cards in your deck. Typically, I remove a Defend first if I'm offered a card remove before I've added any cards to my deck, and try to remove Strikes and Defends in tandem to maintain balance after that unless I find a relic or card that changes things.

Sear -
Your first Afterlife card, and a powerful frontloaded effect to boot, making it a good first upgrade if you care about damage. Since this card can effectively remove itself from combat by simply letting it exhaust, it's usually not worth removing this card.
Effectively dealing 12 (16) damage for one Energy or 6 (8) for free is a powerful effect, especially considering that applying Soulburn doesn't wake up Lagavulin, Soulburn activates turn 3 typically, right before Gremlin Nob's big attack, and Slime enemies don't consider Soulburn until right after it activates, allowing you to get a great split number. When considering whether or not to play this card, you should think about whether the extra 6 (8) damage is worth the Energy that you could spend, whether you want to see this card on the next shuffle, and if the enemy is going to die before Soulburn activates in the first place. Furthermore, playing the card will let you target a specific enemy, while if it exhausts, the Afterlife effect will target a random enemy.

Float -
A Ghostflame oriented card that also acts as a Skill cantrip, and when upgraded allows you to choose between staying on the current Ghostflame, Retracting, or Advancing instead of just Advancing. If you value consistency or want to be open to early Retract synergies, consider making this your first upgrade. Since this card is a cantrip, it's almost never worth removing unless you have Snecko Eye.

This card can help you move past the Bolstering Ghostflame early, and late it can help you dance around the wheel as a Skill cantrip, especially in a thin deck. If you have Devil's Dance, this card will become a draw positive cantrip if you choose to retract, an extremely powerful option that will let you pursue an infinite.

Kindle -
Another Ghostflame oriented card that will let you ignite the Bolstering Ghostflame early on as well as act as a source of Double Ignition. Upgrading it removes the conditional, meaning that if the Ghostflame was already ignited, you can use Kindle to ignite it again. While the existence of Double Ignition means that this upgrade seem dubious, you can use this upgrade later on in the run to benefit from ignition synergies or to simply ignite the Bolstering Ghostflame a second time for extra Block and Strength, or to ignite your Searing Ghostflames a second time if you have enough Intensity to make it worth it.

It's almost never worth removing this card since it exists as a renewable way to ignite the Bolstering Ghostflame and Double Ignition is a strong mechanic, but if you're an incredibly Afterlife focused deck, it may be worth removing if you simply don't care about the Wheel at all and you don't have anything better to remove.
Common Attacks
Haunting Echo -
The "Ball Lightning" of Hexaghost. A simple damage card that can also act as a source of Double Ignition for your Searing and Inferno Ghostflames, as well as simply acting as damage on your Crushing Ghostflame, and also being able to provide extra Block and Strength on your Bolstering Ghostflame. An incredibly versatile card, its completely viable to replace every single one of your Strike cards with a Haunting Echo as you progress in the run, and it never "becomes bad" at any point in the run.

Backtrack Smack -
A powerful frontloaded damage card with a good +4 damage upgrade, but it retracts, making it a double edged sword. This card can help you deal with your first combats but then you may want to end up actually removing it before removing your basic cards! This card becomes much more powerful if you can manage to get Retract synergies going. It may hurt to take this card early for the wheel but you shouldn't be scared of this card.

Firestarter -
A simple AoE damage card. Frontloaded AoE damage is relatively important for Hexaghost due to the Gremlin Leader, Triple Slavers, and Reptomancer combats, so this card isn't a bad take. It will deal damage and start the clock on Soulburn if you haven't already, and in AoE combats, it will start Soulburn on all of them. Pretty helpful card with a pretty good upgrade, increasing the both the damage and the Soulburn.

Heat Metal -
Another simple damage common, but this card is also the only card in this character's pool that applies Vulnerable, and since this character has natural access to Strength, this card is often worth having one of. The upgrade is incredibly important though, so don't take this card if you can't upgrade it relatively quickly. If you can upgrade it, you'll have a good source of damage that will soften up important enemies and a great card into your first elites and your act 1 boss.

Nightmare Strike -
An Afterlife card that works with Ghostflames. Since playing it grants two attacks, you can ignite the Searing Ghostflame with just this one card, and it works twice with Strength. A nice way to ignite your Searing Ghostflames early on while still having Energy to do other stuff, and since it counts as two attacks in one card, it boosts your turn one consistency. Furthermore, since the tokens that it generates Retain, they can be used to prep for a future turn, for instance if you are on the Bolstering Ghostflame, the next Ghostflame is a Searing Ghostflame, so you can save energy and lower randomness on your next turn by playing or exhausting this.

Phantom Fireball -
While this is a zero cost attack and as such works well with both Strength and your Searing Ghostflames, the extra effect can tend to be negative by throwing off when Soulburn activates. If you ignite Soulburn early then draw a card that applies Soulburn the next turn, that card won't deal damage to the enemy for three entire turns. Whether or not you choose to take this card is heavily dependent on how much you rely on Soulburn consistently going off on set turns. If a lot of your damage comes from Soulburn, you shouldn't take this card for the simple fact that you can draw this card on a turn where you don't want to play it. This card can be worth taking sometimes, but you have better options in the Common pool for attacks typically and it CAN end up being worse than not taking a card.

The upgrade removes some of the downside by removing all but one Soulburn, but will still make Heat Crush, Heat Shield, and Searing Wound worse.

Specter's Wail -
The absolute best source of frontloaded AoE on the entire character. This card alone makes some of the hardest fights for Hexaghost far more doable. It also has a very powerful +4 damage upgrade, scales with Strength twice, and has a powerful Afterlife effect. If this is in your first card reward, take it. And if you don't need this card, just let it exhaust.

One of the downsides of this card, however, is that it will force you to deal damage to Spikers. Combine that with the fact that Spikers come in multiple enemy combats that can have multiple Spikers in them, and you can end up taking a ton of forced damage.

Strike From Beyond -
A zero cost "cantrip". If there aren't any Ethereal cards in your draw pile, it won't draw. Still, it's a zero cost attack that will probably replace itself, so it's not bad at all.

Sword of Night -
A strong frontloaded damage card that helps Ghostflames by letting you look at what cards you're getting next turn, and an effect that's also good for Afterlife and big decks by giving both immediate value and exhausting cards for you. It can also help clean up Dazed, Void, and Ascender's Bane from your draw pile.

Thermal Transfer -
An attack that blocks is suprisingly helpful given that you often have to play two attacks in a turn for your Searing Ghostflames. A decent pick early, just don't expect too much out of it unless your attack skill balance is really off but you need help with Block.
Common Skills
Advancing Guard -
This card only provides one less Block than Leap on the Defect, and also Advances you. Particularly good for moving from your second Crushing Ghostflame to your Bolstering Ghostflame to get even more Block. Advance is sparse in Hexaghost's card pool, so this card is suprisingly splashable even if there are better alternatives for both simply because Block and Advance is good.

Burning Touch -
A cheap source of Soulburn, that acts as a stronger version of Sear, so long as you already have Soulburn up. It doesn't have Afterlife, so you're forced to play it, and it's hard to get the full effect if you draw it turn one. However, this applies 22 Soulburn for 1 Energy upgraded, which is an undeniably huge amount of damage so long as you can be consistent with it.

Devour Flame -
A powerful block card that comes at the cost of Retract and becomes worse with multiple copies since you won't have Ghostflames to extinguish for Block. If you have Forked Flame or Catch Up, you can make this card very consistent. Very similar to Hole Up on the Hermit modded character, in that it is strong frontloaded block that comes at a cost of future damage, but can be worked into something stronger if you have synergies for it.

Fleeting Flash -
This card can act as a cheap source of Double Ignition, but since it also extinguishes your current Ghostflame, it's hard to move closer to the Inferno with this card. If you can ignite Ghostflames multiple times in a turn but don't have any Advance outside of Float yet, this card can be worth taking since you can counteract the downside by just igniting the current Ghostflame again.

Hexaguard -
Provides one more Block than Backflip on the Silent, but if you want to keep getting value out of it, you'll be forced to play it unless you want it to exhaust. Deciding whether or not to let this card exhaust is tough, since draw is a powerful effect, but it also provides a good amount of block for free.

Nightmare Guise -
Similar to Nightmare Strike, this card can ignite your Crushing Ghostflames for only one energy and scales with Dexterity twice. While it doesn't have the pure utility of draw that Hexaguard has and this card still grants the same amount of Block through Afterlife, playing it will grant more Block and has the added value of Retain.

Shield of Night -
A bit more takeable than Sword of Night since Afterlife cards are typically Block focused, meaning you can stack a lot of Block by exhausting Afterlife cards with this.

Stoke the Fire -
A good way to upgrade a lot of cards at once, or to upgrade your Afterlife cards before you let them exhaust for a good extra boost in effect. This card also provides good frontloaded block for its cost and effect. A good take into your first boss since it gets stronger in longer fights.
Uncommon Attacks
Divider -
If you're consistent and fast with your Ghostflames, the best way to use Strength as Hexaghost, by far. Early on, the upgrade helps a lot to make this card viable. Its also worth noting that this card will consider Ghostflames immediately after you play it for the number of hits, so if you have three Ghostflames ignited then use this card to ignite a Searing Ghostflame as the second attack, it will hit five times. It's also worth knowing that since the Inferno extinguishes all Ghostflames, your Divider will become worse until you can ignite some Ghostflames again.

Flare Flick -
Unconditionally igniting Ghostflames as well as Advancing is really strong for decks that are focused on the wheel, especially if you're lacking in Power cards for the Bolstering Ghostflame. It's a no nonsense card with an upgrade that provides the same utility as Float's upgrade. However, since it is not a cantrip, the value of the upgrade in decks that focus around Devil's Dance do not care about this as much as Float's upgrade. Consider the upgrade an investment in versatility rather than for synergistic purposes. It's also a source of Double Ignition for the Searing and Inferno Ghostflames, albiet more expensive than Haunting Echo.

Ghost Lash -
An Afterlife attack card that increases in damage the more Ethereal cards you have in hand, working well with both large decks and decks with a lot of draw as simple, free damage. If you're on high Ascension, this card will also work with Ascender's Bane, meaning you have two cards in your starter deck that will work with this. If you can continually have large hands, it can be worth playing this card to continually deal damage and to save it for your next deck cycle.

Heat Crush -
A powerful but slightly expensive card that allows you to directly convert Soulburn into damage. While a strong effect, expensive cards are hard to play as Hexaghost since you want to play multiple cards a turn for your Ghostflames. While obviously good with cheapening effects like Snecko Eye, it's also worth taking in Act 3 if your boss is the Ironclad to help break through his block if most of your damage is coming from Soulburn, since Soulburn won't lower the damage of his Body Slams.

Incineration -
This card provides both a Strength payout and a source of frontloaded damage in a single card, with an upgrade that improves both. Simply speaking, this card does a ton of damage for a 2 cost while using Strength 3 (4) times. An incredibly strong source of both frontloaded and scaled damage.

Radiant Revern -
An easy way of infinitely scaling Intensity, at a cost. If you don't rely on Soulburn for damage and are looking for a way to scale, this may be the card to take, but actually finding a safe time to use it in a fight is difficult since it can remove a lot of damage from an enemy. A good way to play with this card is to use it on minion type enemies such as daggers from the Reptomancer fight or gremlins from the Gremlin Leader fight where you're going to try to kill them before the Soulburn can go off normally anyways.

Rain of Embers -
The only source of Weak that Hexaghost has access to. Weak is incredibly helpful considering Hexaghost typically has consistent incremental Block every turn from Spirit Brand and Afterlife, but has trouble reaching very high numbers of Block. Furthermore, this attack still deals good damage and has a great upgrade that increases the Weak application and even allows you to play it for zero. Every single deck should have one of these, in my opinion.

Step Through -
Without a doubt, the best source of draw on the entire character, put into an attack that hits decently hard for a 1 cost. This card is essentially an objectively better version of the Defect's Compile Driver card, which was already an extremely respectable card, on a character who really appreciates draw. Furthermore, because of Afterlife, the idea of a "dead draw" doesn't really exist, so even if this card draws 3-5 cards that you can't play, they can still provide value by exhausting. An essential part of Wheel focused decks to become consistent at drawing the required cards each turn as well as whatever source of Advance it is using, and very helpful for larger decks that want to draw as many Afterlife cards in a single turn as possible.

Spectral Grace -
A good pick to help preserve your Seals if you can't afford playing them just yet but still need to play them to help get The Broken Seal. Also good in combination with Lingering Spirits to stop you from losing cards since playing all of those Ethereal cards is tough. It's also a good source of frontloaded damage. This card is also a nice way to deal with hand clog from Runic Pyramid, or to discard Status and Curse cards.

Whisper from Beyond -
A simple uncommon attack that helps large decks apply a lot of Soulburn even if they're drawing cards they don't want to play. It's also worth noting that this works with Ascender's Bane, so it's a little more takeable early on high Ascension.
Uncommon Skills
Bad Omen -
You can use this card to remove the Bolstering Ghostflame if you can't ignite it consistently, or to remove the Inferno if your deck relies on Step Through, Charged Barrage, or Divider. While this effect is niche, it's powerful if you can make the most of it. Don't take this card unless you need it for consistency.

Bright Ritual -
If you don't care about the Inferno Ghostflame, this is an incredible source of energy and draw that can help you close out hallway and Elite combats quickly. If you don't upgrade it, you can use it as the final token in the Inferno Ghostflame and still get the damage and Intensity from it while drawing and gaining energy. This however, usually requires Runic Pyramid to time it correctly. Using this card also puts you back on the first Searing Ghostflame, so you don't need to worry about being in a strange spot in the Wheel.

Burning Question -
If you have a thin deck or can play this card multiple times a turn with Lingering Spirits, this card is incredibly powerful and can function as your entire block plan. However, since this card grants no Block on its own, hoarding multiple copies can be a bad idea unless you have the draw to back it up. It's also incredibly expensive for the amount of Dexterity it gives, so Snecko Eye can help a lot if you're planning on playing it.

Catch Up -
A very Wheel centered card that becomes much stronger with Intensity and Ignite synergies. Notable for being a renewable way to continually Ignite the Bolstering Ghostflame, and great at doing it too: even if you have no Intensity, it will grant 10 Block and 2 Strength for 1 cost, plus 4 more Block from the Spirit Brand, if you can time it right if you have either a very fast and thin deck or a Runic Pyramid.

Charged Barrage -
Similar to Divider, but doesn't benefit from Strength or Vulnerable, and doesn't make instant progress in a fight. It does function as having the largest benefit from the Red Candle relic, and it's still a respectable amount of damage, so if you need pure frontloaded damage for your act 1 boss or an elite, consider taking this.

Fast Forward -
Draw and Advance are naturally very good with each other, especially considering that you can use this as the second Skill in your Crushing Ghostflame to both advance to the Bolstering Ghostflame and hopefully draw a Power from your deck. Drawing more cards also helps to continue fueling the Wheel in general, especially since you're also Advancing to a new Ghostflame.

Flames from Beyond -
An expensive card that deals a lot of frontloaded AoE damage, but you can also simply let it exhaust. However, this card faces tough competion from Specter's Wail, which has the benefit of immediately dealing damage to the threatening Triple Slavers, Gremlin Leader, and Reptomancer combats while also using Strength twice. There's nothing inherently wrong with this card since it's a lot of Soulburn, but actually playing it is difficult.

Ghost Shield -
Blur is very helpful on Hexaghost considering how much incremental Block you get combined with the fact that you struggle with blocking for large amounts. Of course, this card gets stronger if you can play it multiple times a turn or if you have a large hand full of Afterlife cards. Afterlife is more of a downside to this card, since if it exhausts, you can't keep the Block for next turn.

Haunted Hand -
This card is at minimum draw 2 (3), which is much worse than Skim, another card that does nothing but draw. However, if you have Frozen Eye, you will know exactly how many cards you're going to draw and can set it up to draw many cards. It's also helpful in decks that have tons of Afterlife cards but don't have a way to draw them yet. In decks that aren't running Afterlife, you're going to prefer to use Fast Forward or Step Through.

Heat Shield -
One of the few sources of large amounts of instant Block as Hexaghost. It stalls Soulburn for a turn, which means that it synergizes with itself and with Searing Wound. This card is probably the best way to block against the Corrupt Heart if you can manage to apply enough Soulburn and play it.

Living Bomb -
An incredibly easy form of AoE to slot into an deck that also helps to strip artifact because it applies two debuffs. A very effective card to bring into the Triple Slavers fight, and since it costs zero, it's good for the Wheel.

Naughty Spirit -
A deck can be entirely focused around this card, and this card exists as a way to ignite the Wheel counterclockwise, especially combined with Devil's Dance. It's worth knowing that if you play this card as the second Skill of a Crushing Ghostflame, you will still get the card back, so you'll be saving a lot of Energy in a very efficient deck.

Nightmare Vision -
Exhuming cards is a powerful effect, but this card suffers if you draw it too early in a fight to exhume anything, especially on the first turn. It also sets you back a turn in the wheel, so unless you benefit from Retract. Furthermore, decks focused on Retract tend to suffer from hand clog, and this card can put multiple cards in your hand, especially combined with Devil's Dance, exasperating the issue. However, this card also exists as a way to exhume your Seals if you didn't manage to play them, meaning this card is a good way to try and get the Broken Seal.

Opposing Action -
A card similar to Seeing Red on the Ironclad. If you pair this with Devil's Dance, this becomes a super potent boost to your energy. Even without it, the energy means that you can often combine the retract with strong Ignition strings on the same turn.

Power from Beyond -
A simple card that helps buff your next turn, but becomes very powerful if you can play it multiple times in a turn with Lingering Spirits in a thin deck, allowing you to start turns with 4 extra energy and 4 extra cards if you've upgraded it.

Premonition -
This card can help you seek out certain card types for your Ghostflames or fish out Seals to play them early and cheaply. It's worth noting that it also lets you target Status and Curse cards too, and it's also worth knowing that playing this card still counts as having played a skill for the sake of Crushing Ghostflames, and even if the card is played for free, the cost of the card is counted towards the Inferno Ghostflame.

Rewind -
This card is a free version of the Defect's Hologram that doesn't grant Block and brings back an extra card on upgrade instead of losing Exhaust. However, it Retracts, which means that even in Retract focused decks, it's going to cause hand clog when combined with Devil's Dance. You should carefully consider if this card fits in your deck because it's a very combo focused card that functions much better if you can time it with Runic Pyramid.

Seventh Eye -
A "Seek" type card that comes at the cost of switching you to a random Ghostflame. If you seek an Infinite Power, Bright Ritual, or Instant Inferno, you can negate the downside because those cards switch you to specific Ghostflames when you play them. The upgrade is extremely important, especially on decks running without an energy granting boss relic.
Uncommon Skills, continued.
Time of Need -
White Noise from the Defect, but with Retain so you can keep it for your Bolstering Ghostflame. It's worth knowing that this card is less likely to give Rare Powers, but if does, it could grant Here and Now, which you might not want to play if you took this card for the sake of the Wheel in the first place. Typically, you shouldn't expect very much from this card since it can grant Powers that might not even be relevant to you, so only take it if you're struggling with the Bolstering Ghostflame and need something for it other than just Kindle.

Worthy Sacrifice -
You can use this card on an Afterlife card that you were planning to let exhaust anyways, and get another card from it, which could also be Afterlife. You can also use this to fish for specific tokens for your Ghostflames. A decent card that helps bridge Afterlife and the Wheel together, but you shouldn't expect anything special out of it unless you have Dead Branch, which means you would get two cards by playing it instead of one.

Also, while not nearly as consistent as Ether Step or as fast as Into Shadow, this is a way to deal with status and curse cards, but you will get nothing out of them other than exhausting them, making it worse than Ether Step in that regard. For thinning your deck, it also has some inconsistency to it because it will grant new cards that may not be Afterlife which means you need to wait until the next time you draw it to exhaust more cards, meaning it is slow. However, unlike either, it is uncommon, which makes it much more accessible.
Uncommon Powers
Devil's Dance -
A powerful source of draw for Afterlife focused decks that don't care about the downside of Retract, and the source of a powerful infinite. This card has a good upgrade, but upgrading it isn't vital since cards that take this will have Block from Afterlife cards to make playing it easier. This power can draw out more Afterlife cards as well as make the downside of many of Hexaghost's cards a positive.

Empowered Flame -
A simple, "Defragment" type power. Costs one, which means it's a good way to ignite your Bolstering Ghostflame, and has a nice upgrade that increases its effectivity.

Extra Crispy -
A good way to continually keep Soulburn up for the sake of cards like Thermal Transfer, Heat Shield, and Phantom Fireball. It's a decent way to get past your Act 1 boss, since it'll activate a few times.

Floatwork -
Plated Armor is an additional way of gaining incremental Block as Hexaghost. Even though this card will provide the Block from Plated Armor immediately at the end of your turn after being exhausted, it may be worth playing if you need the Dexterity, or need it to ignite your Bolstering Ghostflame. Taking multiple copies of this card as a Block plan is viable if you have the draw to back it up or have other Afterlife cards to provide immediate Block while you gain Plated Armor for future turns.
Rare Attacks
Ether Step -
Ether Step is a very versatile card that works in almost every type of deck. Wheel decks always appreciate more draw and it helps thin your deck down to make it more consistent, and it even exhausts on its own when you're done with it. Afterlife decks don't care about a card exhausting, since they were exhausting cards anyways, and just enjoy the draw. Even decks entirely focused on Retract like this card because it thins your deck down so you draw Float+ more often. This card is also very helpful for dealing with Status and Curse cards, something Hexaghost struggles with in the late game.

Forked Flame -
A very powerful card that gets stronger with Ignite synergies and Intensity but is also very easy and simple access to igniting the Bolstering Ghostflame repeatedly and renewably. With this card, the amount of places you can ignite the Bolstering Ghostflame from goes from just one to three, meaning you can gain Block and Strength much more often. Making the most of this card requires knowing a lot about the Wheel and making sure you get the maximum value out of it.

Time Warp -
A powerful payout for efficient Wheel decks by acting as both a valuable payout on Strength and saving a ton of energy over the course of a single turn on your Searing Ghostflames depending on how much you Advance. However, this card also works on Retracting, meaning that it's also a powerful option on Retract focused decks as well and can even work to help you ignite the Wheel counterclockwise, especially in combination with Naughty Spirit.

Unleash Spirits -
This card's power is entirely dependent on how Afterlife focused your deck is. This card can easily function as a win condition, but requires that your deck already be good for it when you see it. A deck that can exhaust many cards a turn, as well as be thin enough to redraw this enough for it to matter will be where this card shines.
Rare Skills
Incorporeal -
Intangible is incredibly powerful, but this card comes at a cost of setting you back in damage by a turn. By playing this card, you move further away from the Inferno, which will make closing the fight out take longer. However, if you can handle the downside of Retracting, this is easily the best defensive card on the character, especially since the additional downside of losing HP is reduced to 1 if you are already Intangible.

Instant Inferno -
Instant Inferno is a way to consistently perform Double Ignition on the Inferno Ghostflame, but it isn't completely useless in hallway combats because it also applies a generous amount of Soulburn. In boss fights, you want to use this card to gain the full effect of Double Ignition on the Inferno, but you shouldn't ignore that you can use it to try and close out a fight quickly in a tough situation.

Lingering Shades -
Similar to All for One on the Defect, this card can be incredibly powerful, but only in the right deck. However, this card doesn't bring back zero costs like All for One does, so if you want to keep the cards for future turns, you will need to play them, but its important to recognize that you can just let them exhaust for a strong amount of snap Block if you're bringing back many Afterlife cards. This card shines the most in thin decks where you can play cards like Burning Question, Ghost Shield, and Power from Beyond multiple times in a turn.

Searing Wound -
A strong way to convert Soulburn into instant damage, that also gets stronger with Intensity since you're applying more Soulburn. Unlike Heat Crush, this card only costs 1, which means it fits in many types of deck.

Turn it Up -
A versatile card that provides a lot of buffs for your current turn to either help you Block or try to end the fight quickly, with an Upgrade that lets you save it for an important turn. It's worth knowing in the case of Artifact / Clockwork Souvenir, you get the temporary Intensity first, then the Strength, then the Dexterity. This card can easily become a win condition when combined with Orange Pellets, which often means that Orange Pellets is worth buying speculatively as Hexaghost.

Unlimited Power -
While this card may seem simple and unwieldy, it's worth noting that playing this card counts as a full ignition, so it will also grant 2 Intensity when you play it, acting as a source as scaling as well. While this card also obviously gets stronger with preexisting Intensity, it also grants 9 Block on its own thanks to Spirit Brand and the Bolstering Ghostflame, so it isn't completely unplayable without support. You can make this card easier to play by either saving it with Runic Pyramid, having Mark of the Ether so it grants 24 more Block, or having Afterlife cards that grant Block.
It also becomes even better with Runic Pyramid, since you can use it to ignite your Inferno Ghostflame, which after igniting the Inferno, it will ignite all of the Ghostflames again and grant another 2 Intensity. Bottled Anomaly can also set the cost of this card to zero, making it an incredibly powerful source of free frontloaded damage and scaling.
Rare Powers
Doomsday -
Gaining an extra turn is always powerful, but it's important to realize that this is a delayed effect most of the time, so having a deck that goes quickly through the Wheel is key to making this card work. Furthermore, since this card does grant an extra turn, you need to keep track of any relics that you have that work based on turns that you were relying on, most importantly Incense Burner which may become desynced with a turn that you were hoping to be Intangible on, so making sure you keep the extra turn in check with your relics is pivotal to gaining the most of this card.

Gifts from Beyond -
A good way to get continual value each turn from Afterlife, typically defensive in nature but you shouldn't rely on this card to exclusively grant Block each turn. Most of the time, the card it gives will be at least a little bit useful, so this power is usually worth playing when you draw it, especially since you can just let Afterlife cards exhaust if you don't want them. It's good to think of this card as similar to Nilry's Codex, in that you get new cards every turn, but unlike Nilry's Codex, the cards granted don't take up a draw.

Here and Now -
Extra energy each turn, but it essentially means you won't be able to ignite the Inferno Ghostflame at any point in the fight unless you have a very optimized deck with a lot of Advance. However, if you have Soul Stone, you can negate the downside by merely exhausting three cards every turn. You can also negate the downside if you have Clockwork Souvenir or Orange Pellets.

Infernal Form -
Hexaghost's "Demon Form". A great way to win all combats, so long as you can play it safely, which is easier given the existence of both Afterlife cards and the Bolstering Ghostflame. This card's output is at its best when you have an efficient deck that can ignite multiple times in a turn, with cards like Forked Flame, Catch Up, Fast Forward, and Haunting Echo.

Into Shadow -
A great card for large decks to gain insane amounts of value from their Afterlife cards, and one of the quickest ways to thin your deck down to pursue a Retract Infinite, but it's going to require extra effort to continually generate cards, since you're forced to play and exhaust a card every time you Retract if able.
Unlike Ether Step and Worthy Sacrifice, this card cannot exhaust Status and Curses cards.

Poltergeist -
A simple power that adds extra damage to all of your Ethereal cards. If your deck is heavily focused on Afterlife, you can easily think of this card as a source of Strength, especially if you're playing multiple Ethereal cards each turn.

Volcano Visage -
An incredibly powerful source of AoE that is only held back by the fact that Soulburn is delayed damage. Similar to Electrodynamics in that it is both an AoE power and that the upgrade increases the output of the card, but unlike Electrodynamics, Volcano Visage provides damage indefinitely instead of the two (three) orbs that Electrodynamics channels, meaning that it's still very strong in single target combats past the initial play as well.
Act 1 Elites
Gremlin Nob -
Make sure that when building your deck in Act 1, you're going to have two attacks in your opening hand so you apply Soulburn turn one against Gremlin Nob, meaning that it hopefully kills him right before he uses the big attack on you. You can do this through either removing a Defend at a shop, buying a Molotov or Attack Potion, or simply adding attacks to your deck. So long as you deal enough damage, you should be able to never get hit by the big attack.

Lagavulin -
Soulburn doesn't wake up Lagavulin, and the Block granted by the Spirit Brand as well Ghostflames as a whole aren't effected by the stat downs, this is an easy fight so long as you don't accidentally wake up Lagavulin early with an Afterlife attack.

Tri Sentries -
The Block granted by the Spirit Brand helps a lot with the alternating attacks of the Sentries, especially since the second Ghostflame is a Crushing Ghostflame, and you're playing skills to block on turn 2 anyways, totaling up to 19 Block if you play 3 unupgraded Defends. After that, it should be smooth sailing as long as you've added some form of AoE to your deck, either a Firestarter or Specter's Wail helps a lot.
Act 1 Bosses
Ironclad 1 -
Adding many Afterlife cards to your deck can help with both blocking and to delay the shuffle so you don't have to deal with the Status cards for a while. Cards that grant a lot of individual value are also strong, so 2 costs are better since they provide something to do during your turn even if you've drawn status cards with it.

Silent 1 -
Keeping your deck thin so you draw the Antidote often is vital since most of Silent 1's damage comes from her poison. You can also take Afterlife cards to get through Act 1 and simply let them exhaust so your reshuffles are with a smaller pile.

Defect 1 -
Taking Afterlife cards to help block is vital, since they aren't affected by the energy loss from the Void cards. You can also take zero cost cards, especially Flash of Steel and Finesse, since they are playable with no energy and are also good for the Wheel.

Watcher 1 -
Making sure Watcher 1 enters Wrath at a good turn is vital, since Hexaghost will struggle breaking through the Halt cards. If you can, try to bring her just above half health then use Kindle to Double Ignite your Inferno Ghostflame to deal an additional 48 damage when you decide to bring her below half health. Heat Metal is also incredibly helpful to burst her down when she enters Wrath since the damage boost from Vulnerable also stacks with the extra damage she takes from Wrath.

Hermit 1 -
Having some form of AoE to deal with Clementine while also breaking Hermit 1's Concentration is incredibly helpful. If you can, try to apply Soulburn to Hermit on the second turn instead of the first. If you do this, it will deal damage right before he plays Roughhouse, preventing him from gaining Block from it, meaning that stopping him from gaining Strength from Deadeye is far easier. After that, you should have hopefully removed Clementine from battle and the fight should be easy from there.

Slime Boss -
Slime enemies ignore Soulburn for split damage until damage is dealt, so Slime Boss is actually one of the easiest Act 1 bosses. If you can get Soulburn to create a good split, the fight should be easy from there. Furthermore, since Soulburn typically goes off on the third turn, Slime Boss should split right before the Slime Crush attack, so you won't have to worry about it as much. Of course, having Incense Burner or Fossilized Helix helps and can let you create an even better split for yourself. Dealing with the Slimed cards is difficult since they get in the way of igniting, so you should aim to finish the fight quickly or have a way to either exhaust or draw past them, such as Ether Step.

Guardian -
Timing the Soulburn properly to force Defensive Mode is difficult, and it's also important to have strong offense outside of Soulburn, to prevent Guardian from dealing damage to you on turn 2. Other than that, the passive Block from Spirit Brand helps a lot with not taking damage while still fueling the Wheel, and can also help you to stay offensive even against Sharp Hide.

Hexaghost -
Being consistent at the Wheel so reach reach your Inferno first is vital here, and so is making sure you can maintain that consistency even with Burns. You can either go about this by adding Afterlife cards to your deck to delay the shuffle, or taking draw. Ether Step is incredibly helpful here for functioning as both a source of draw and a way to exhaust the Burn cards.
Act 2 Elites
Triple Slavers (READ THIS!) -
An incredibly hard fight for Hexaghost, since it asks for immediate frontloaded block. Any source of Block from relics is incredibly helpful, especially Red Mask. You can also aim to end the fight quickly with potions. Pizazz Potion is incredibly potent here when combined with Specter's Wail, dealing an additional 20 damage to all enemies. A Boss Potion is also incredibly helpful, since it will often have at least one card that will help you end the fight quickly, such as Automa-Beam, Guardian Whirl, or You are Mine. This fight alone is a very good reason to consider Living Bomb when you see it as well.

Gremlin Leader -
So long as you can deal consistent damage, you shouldn't struggle with this fight. Specter's Wail is incredibly strong here given the amount of frontloaded damage is good enough to nearly kill most gremlins. Rain of Embers can also help by applying a large amount of Weak, so that even if Gremlin Leader randomly decides to attack, it will have reduced damage. Other than that, making sure you have damage outside of Soulburn is incredibly helpful.

Book of Stabbing -
This fight is not too hard given how Hexaghost's style of incremental Block matches up very well into this fight. So long as you have good damage, you should be fine here. Rain of Embers can also help since Book of Stabbing attacks every turn, so every turn of Weak will provide value.
Act 2 Bosses
Ironclad 2 -
Like Gremlin Leader, having damage outside of Soulburn is incredibly helpful here for taking out the Mushrooms and denying Ironclad 2 healing from Reaper. Make sure that you don't accidentally put a Mushroom into Reaper's kill range with an Afterlife card and grant Ironclad free strength. Rain of Embers also matches up well here for lowering the amount of damage he deals with his Heavy Blade attacks.

Silent 2 -
Zero cost attacks or AoE to remove the Doppleganger are incredibly helpful to make it so your Ghostflames will always target the real Silent 2. It's also vital that you have good frontloaded Block or Rain of Embers so you can properly deal with the Riddle with Holes turns.

Defect 2 -
Having frontloaded block and a way to take out the Bronze Orbs quickly is important. Burning Question can help you scale up your Dexterity so you can more easily Block, since Defect 2 takes a while before his Claw attacks start dealing mass amounts of damage. Defect's Frost Orbs are going to give him a lot of Block every turn, but you can ignore it with Soulburn damage, so play tactically about when you deal damage.

Watcher 2 -
It's vital to deal enough damage so that Watcher's Blasphemy turn doesn't kill you. You should be trying to at least remove 1 Strength, ideally 2, per turn by dealing enough damage. Furthermore, you should time your second application of Soulburn so that it doesn't go off while Watcher is intangible from her Incense Burner Relic. If you want to dodge the Blasphemy turn entirely, you can use your own Incense Burner so long as you enter the boss fight on the tally of 2. After that, the fight is mostly smooth, especially if you can prevent her from exiting Wrath with Fear No Evil, and following up by dealing double damage next turn.

Hermit 2 -
Paying attention to Hermit's Wheel of Fortune is vital. Hexaghost doesn't really have the means to block against Short Fuse, so you need to manage his upcoming cards while also contributing to the Wheel by playing attacks for your Ghostflames. It's worth noting that since a lot of your damage naturally comes from the Wheel, taking a Flash Powder isn't the end of the world, especially since you also gain Strength naturally from the Bolstering Ghostflame. On high Ascension, maintaining a high offensive is also vital, since you don't have the means to Block against Stone Calendar, especially since it is not affected by Weak from Rain of Embers.

Bronze Automaton -
Unlike Hermit 2's Stone Calendar, HYPERBEAM's damage is lowered by Weak, so Rain of Embers also helps a lot here. It's also important to have a way to take out the Bronze Orbs quickly, or to have a way to Block outside of your rares. Burning Question can help you scale up your Dexterity as the Bronze Automaton boosts its Strength.

The Collector -
Volcano Visage is a great way to increase your damage while also handily dealing with the Torch Heads. Since Collector makes singular large hits, Weak from Rain of Embers or Heat Shield's large amount of Block help a lot here. Using Runic Pyramid with Incorporeal in this fight is also incredibly strong.

The Champ -
So long as you time bringing Champ below half health properly, this fight is relatively easy so long as you take your time getting all your powers into play. It is important to realize that Champ's Last Stand removes all of his Soulburn, so make sure you time it properly or you're going to lose a lot of damage.
Act 3 Elites
Two of the three Act 3 Elites are incredibly dangerous for Hexaghost, and Hexaghost doesn't particularly enjoy fighting the third one either. When pathing for Act 3, take care to avoid taking an early act 3 elite unless you are absolutely prepared to kill both Giant Head and Reptomancer, or have a Rest Site immediately after. Careful play and pathing is absolutely pivotal.

Reptomancer (READ THIS!) -
This fight can easily kill you so being prepared for this fight with potions is absolutely vital. You need to be able to deal damage quickly to the daggers without relying on Soulburn unless you have Searing Wound, which is something Hexaghost struggles with, and you need to Block for massive amounts consistently, which is also something Hexaghost struggles with. This fight alone is a great reason to take Specter's Wail even in Act 3, and a good reason to avoid Act 3 Elites altogether if you aren't prepared for this fight with either explosive power or potions.
Panache is a great solve for decks that can't find powerful enough damage to kill the daggers, and works well with Hexa's typical late game strategies, on top of being a 0 cost power for the Bolstering Ghostflame.

Giant Head -
Since Ghostflames don't scale with Slow, this is another fight Hexaghost struggles with. Make sure you have some form of damage outside of the Wheel, or make sure your Wheel is strong enough that Giant Head's health pool doesn't matter. A good way to do this is to simply have multiple ways to access the Bolstering Ghostflame for Strength, which should help a lot against Giant Head. Afterlife cards are good here since they activate at the end of your turn, so any Afterlife attacks will have scaled with Slow. Rain of Embers is also great here since it's a way to use Strength and will help a lot against Giant Head when it starts attacking .

Nemesis -
This combat, while not entirely in Hexaghost's favor, is not especially negative like Reptomancer or Giant Head for the simple reason that Soulburn can be built up even when Nemesis is Intangible, and if you apply it on turn one, Nemesis will take damage from it while not Intangible. While you do need to delay the second application of Soulburn by one turn if Nemesis hasn't died yet, this fight should be easy so long as you aim to end it quickly and not reshuffle. If you do reshuffle, Ether Step can help a lot by removing the Burn cards.
Act 3 Bosses
Ironclad 3 -
Having damage outside of Soulburn is vital to lower the amount of damage Ironclad 3 does with his Body Slam attacks. On high ascension, it's also incredibly important to pay attention to the Self-Forming Clay relic so you don't accidentally buff the damage of his Body Slam too much for you to handle. You should also be able to take out his Barricade quickly to prevent his Block from getting out of control. If you don't have any damage outside of Soulburn, you should look for Heat Crush, which will allow you to directly convert your Soulburn into damage.

Silent 3 -
So long as you pay attention and don't give Silent 3 shivs on a turn where it would buff her through her Shuriken relic or on a turn where she is going to play Finisher, you should be fine, especially since Hexaghost naturally prefers one and zero cost cards over two and three cost cards.

Defect 3 -
Make sure you don't grant Defect 3 Focus on the first turn by playing a Power, or he will deal significantly more damage to you the following turn with Multi-Cast. If you've been relying on Rain of Embers for Block, now is the time to take Afterlife cards to help you block against Defect 3's orbs, since they aren't affected by Weak. Playing Power cards will make Defect significantly stronger, so make sure you have alternative ways to ignite the Bolstering Ghostflame. Floatwork gets a special shoutout here for being a Power card that you don't need to play to gain benefits from.

Watcher 3 -
Making sure you don't cause Watcher 3 to enter Divinity is vital, since you don't have the ability to block against her Divinity boosted Attacks. Other than that, play the fight slowly and only allow Watcher 3 to enter Divinity on the Empty Fist turns and you should be able to win easily. Afterlife cards can grant Block even if you don't play them, so you should rarely have a bad turn in this fight. Remember than if Watcher ever enters Divinity, she will gain permanent Strength for the rest of the fight, and that she has a Brilliance which will also permanently get stronger as it will only lose damage when she loses Mantra, and entering Divinity will store that Mantra as permanent damage for that Attack.

Hermit 3 -
Ending this fight quickly and killing the daggers before they explode is key in this fight, so make sure you have damage outside of Soulburn or have an Ether Step / Worthy Sacrifice so you don't get overwhelmed with Impending Doom cards. Other than that, Hermit 3 scales relatively slowly even with the Ritual, so as long as you can go around the Wheel quickly enough so that the Ritual doesn't mattter, it should be easy.

Merchant 3 (Ascension 20 Exclusive)-
Having a way to block outside of Rain of Embers, like Afterlife cards or Mark of the Ether is vital so you don't die to The Bomb. However, having Rain of Embers is still incredibly helpful to block Merchant 3's Hand of Greed turns. Since Merchant 3 is always the second boss of Ascension 20 in Downfall mode, making sure you're healthy enough to handle him is extremely helpful.

Donu and Deca -
You should have had AoE and Artifact stripping already handled by now, but the Dazed that Deca adds can act as a stressor for thin decks that rely on comboing cards together. However, Hexaghost's incremental block handles the scaling type of damage that this fight has incredibly well, and it should be easy for a late game deck. If you haven't picked up Living Bomb by this point, you should for the fact that it will allow you to both strip the Artifact relatively easily and allow you to deal double the amount of damage with Soulburn if you have Volcano Visage.

Time Eater -
Afterlife cards don't count as having played a card, so having good Afterlife cards is a great way to handle Time Warp (Effect, not the card). Rain of Embers is also a great finisher as your 12th card and can help against Time Eater's large hit and his multi-attack. Of course, it's also important to time Soulburn properly so it either it or the damage it has just dealt isn't negated by Time Eater's heal and debuff removal when he goes below half health.

Awakened One -
Awakened One is not a hard fight so long as you have alternative ways to ignite your Bolstering Ghostflame outside of powers. Since Awakened One exclusively attacks, Rain of Embers is a great card for consistently providing damage reduction every turn here. The cultists aren't hard either, you should have good AoE handled by this point.
Act 4 Elites
Resurrected Heroes -
Making sure you deal with the Resurrected Heroes in the proper order by gaining defensive bonuses first such as Buffer+ or Gestalt can help greatly by saving HP. It's worth knowing that you get a shop and rest site immediately after this fight, so if you still have potions, you should be using them here.
The Silent is by far the scariest of the heroes you can fight here, since she will exclusively attack you after using Wraith Form on turn 5, and it's hard to justify taking her out early since doing that will give Thorns to the other two heroes. If you can, try to take them all out quickly using your potions. If you can't, use the Last Gasps of the heroes strategically, especially Buffer+ and Gestalt, so you gain the maximum amount of value from them.

Spire Spear and Spire Shield -
Both artifact stripping and being able to handle the turn 2 here is absolutely vital if you want to be healthy enough to face the Corrupt Heart. Slime Soup is a great relic that will make your turn 2 much safer, so if you see it in a run, take it! Deca's Washers is also a great pickup that will make your first three turns better.
If you can't find either, Power from Beyond can help you draw past the Burn cards. Ether Step is also a great option that can remove the Burn cards from play, allowing you to last longer before being overwhelmed. Living Bomb is also a great take for the same reason as the Donu and Deca fight. Your best bet is to use your potions here so you can take out this fight quickly, but a deck that has a lot of Afterlife cards can last for a long time even with the Burn cards.
Act 4 Bosses
Neow -
Scaling past Neow's healing is easy so long as you are consistent with the Ghostflame Wheel, allowing you to do damage without playing cards. It's important to deal with this fight quickly before Neow gains 50 regen, which will slow the fight down immensely. Any source of Intensity and Double Ignition is vital here, and if you're focused on Afterlife cards you're going to need to have strong sources of draw. Ether Step is incredibly strong in this fight to help you target and exhaust the curses as well as thin your deck and make it more consistent before they become a problem, especially Scatterbrained. Neow is a massive consistency check over a pure damage and defense check like the Corrupt Heart, so make sure you bring scaling like Infernal Form, or can scale with the Inferno Ghostflame easily. Hexaghost, more than any other character rewards consistency in both deckbuilding and in combats, so as long as you manage to get here, you should be able to win as long as you play well.

Corrupt Heart -
The Corrupt Heart is more difficult than Neow for Hexaghost since the fight asks for a lot of instant summonable block early, which is something that Hexaghost struggles with. However, there are a few cards that can help greatly with this.

If you have The Broken Seal from obtaining and playing all 6 Seals, the 2 Dexterity you will start with counters Beat of Death incredibly well, not to mention the extra firepower from the 2 Strength and Intensity.

Rain of Embers provides a lot of damage in one card while also providing Weak, so you don't take much damage from Beat of Death due to being only one card and also acts as a good source of mitigation for the forseeable future. Heat Shield is a card that can block for massive amounts in a single card, and will scale with your Searing Ghostflames, so access to them with Forked Flame or simply being fast and efficient will help a lot to make Heat Shield stronger.

Afterlife cards don't require to be played to grant Block, so they aren't affected by Beat of Death. Ether Step can help exhaust the Burn and Wound, making future reshuffles more consistent. Forked Flame can target the Bolstering Ghostflame easily, meaning it isn't effected very much by Beat of Death. If you have Runic Pyramid, Incorporeal can easily give you a free turn against the Heart.
Finally, Mark of the Ether is a hard counter to Beat of Death, providing 4 Block whenever you ignite a Ghostflame, and since Ghostflames typically take two cards to ignite, it will easily cancel out and even surpass Beat of Death even on high Ascension, especially if you have cards that can ignite multiple times in a turn like Forked Flame, Haunting Echo, or Catch Up. Offensively speaking, so long as you keep up with the Wheel properly, you should be able to win on that front, and if you can reach Act 4, you probably already have the required offense, so you should focus on defense in your rest site and shop unless you're concerned about the Spire Spear and Shield.
Notable Common Relics
Anchor -
Helps you to safely play two attacks turn 1 to apply Soulburn and move throughout the Wheel.

Bag of Preperation -
On top of this normally being a very strong relic, almost entirely guarantees having two attacks turn 1, which can vastly change how you go about removing strikes and defends.

Brass Tacks -
Very nicely stacks with your Spirit Brand for a cool 2 extra Block per turn, helping to prevent even more chip damage with a total of 6 passive Block.

Bronze Idol -
Hexaghost struggles with status cards late game, so this can help deal with them, especially the Corrupt Heart's Void, which turns into a 1 energy Shackle for 5, which can completely cancel out the first multiattack.

Happy Flower -
Can help Hexaghost string together longer ignition combos. Very good.

Jar of TOBSCo -
See Exclusive Common Relics - Jar of TOBSCo.

Tricky's Bolster-Rod -
Can make either your first ignition of your Bolstering Flame better or can make playing a Seal within a fight much safer.
Notable Uncommon Relics
Bottled Flame -
Can easily bottle a Time Warp to instantly activate it, and also increases turn 1 consistency.

Deca's Washers -
Increases consistency during the first three turns of combat.

Frozen Egg -
Automatically upgrades Seals, making them much easier to play and makes getting The Broken Seal easier.

Gremlin Horn -
Hexaghost struggles with AoE combats, so this relic can help a lot in the Gremlin Leader and Reptomancer Elites.

Impeccable Pecs -
Hexaghost can easily gain a good amount of Strength from igniting the Bolstering Ghostflame multiple times, so on top of making the Bolstering Ghostflame even better, it helps to smooth out certain turns in terms of chip damage.

Kunai -
Incredibly powerful in combination with Time Warp, and Hexaghost also has Nightmare Strike in their Common Card pool to activate this easily, and Nightmare Guise to benefit twice from Dexterity.

Mummified Hand -
Basically makes Seals free, and is incredibly powerful in combination with Olexa's Shield.

Olexa's Shield -
See Exclusive Uncommon Relic - Olexa's Shield.

Singing Bowl -
Hexaghost sees more card reward screens than normal due to Seals being their own screen and the Third Seal providing an additional card reward, so this relic can give massive amounts of Max HP.

Toxic Egg -
Will automatically upgrade most Afterlife cards for a significant amount of extra Block.
Notable Rare Relics
Bird Faced Urn -
Makes playing Seals safer.

Calipers -
Makes both spamming the Bolstering Ghostflame and Mark of the Ether better, as well as helping to maintain Block from Heat Shield and Afterlife cards in general between turns.

Dead Branch -
Afterlife cards will often exhaust into more Afterlife cards, providing near infinite free value.

Gambling Chip -
Good for the same reason Bag of Preperation is good, but even better. A gigantic consistency boost, and can also allow you to discard Afterlife cards for synergy with Lingering Shades.

Gemstone Gun -
Gives you a retaining skill that can give you even more cards, such as a shiv or ward for your Ghostflames, essentially acting as an energy cheat whenever you want it. Also can have powerful effects such as removing debuffs, drawing cards, or granting energy. Very versatile relic.

Pocketwatch -
Allows you to draw many Afterlife cards and gain their effects. If an Afterlife card exhausts, it doesn't count as having been played for the sake of Pocketwatch, so this relic is a good sign to take as many as you can for free effects so long as you play within the confines of the relic.

Prayer Wheel -
Gives you an extra card reward, which means you see far more Afterlife cards.

Prickly Shields -
Provides a lot of free value due to Afterlife cards, the Bolstering Ghostflame, Spirit Brand, and Mark of the Ether.

Red Candle -
See Exclusive Rare Relics - Red Candle.

Six Point Brand -
Six Point Brand will grant a lot of Strike Echoes which you can easily use as fodder for your Searing Ghostflames, saving you an immense amount of energy in a basically every fight in the game. You can also set it up since it is a counter relic, meaning that it massively boosts your turn 1 consistency with igniting the first Searing Ghostflame.

Soul Stone -
See Exclusive Rare Relics - Soul Stone.

Supply Scroll -
Massively increases the likelyhood of drawing a power card on turn 3 for your Bolstering Ghostflame, and also just accelerates the Wheel in general.

Thread and Needle -
Like Brass Tacks, the Block from this relic stacks nicely with Spirit Brand, combining together to grant 8 passive Block per turn.
Notable Shop Relics
Barbell -
Can help Hexaghost a lot with larger Afterlife decks that are always above 10 unupgraded cards, acting as an alternative version of Fifth Seal.

Bottled Anomaly -
Hexaghost has a lot of expensive high value cards such as Incineration, Unlimited Power, Infernal Form, and can easily put a draw card such as Step Through or Ether Step into this relic as well.

Chemical X -
Provides a lot of extra weak value for Rain of Embers.

Clockwork Souvenir -
Prevents Hex from Chosen and Confusion from Snecko. When used in combination with Turn it Up, grants 3 permanent Intensity. Can be combined with Here and Now to provide free energy at no downside.

Dolly's Mirror -
Hexaghost will often have high value cards that are worth duplicating to increase consistency or speed, such as Flash of Steel and Finesse, or Unlimited Power in a deck with Snecko Eye.

Frozen Eye -
Allows significantly more planning in regards to playing around the Ghostflame Wheel, meaning you will always know if the cards you draw will allow you to ignite.

Fuel Canister -
Retaining even one card massively helps in regards to consistency with the Ghostflame Wheel, and it can also allow you to properly retain Unlimited Power for the proper turn.

Medical Kit -
Can help greatly against the status cards that Hexaghost struggles with late game if you do not have Ether Step.

Orange Pellets -
Hexaghost tends to play more powers than average due to the existence of Seals and the Bolstering Ghostflame, so this relic will be activated relatively often, providing vital debuff cleanses against the Corrupt Heart. This relic is also incredibly powerful in combination with Turn it Up, allowing you to gain 3 Intensity, Strength, and Dexterity. Also very good in combination with Here and Now, allowing you to gain energy for the rest of combat at no cost.

Prismatic Shard -
Access to the Ironclad's Exhaust package to support your Afterlife cards is incredibly powerful but requires luck, meaning that taking this relic is also taking a huge risk. Finding Feel No Pain, Dark Embrace, or Corruption can vastly change the course of a run. Corruption is of special note due to Afterlife cards getting their Afterlife effect twice due to being exhausted, and doesn't require Retract like Into Shadow does. However, the pool of cards that you have with Prismatic Shard is incredibly large, meaning that you will find significantly less Afterlife cards to add to your deck.

Soul of Chaos -
See Exclusive Shop Relic - Soul of Chaos.

Strange Spoon -
The main payoff for this is Incorporeal, which grants Intangible. Hexaghost can also find Apparitions at the Council of Ghosts too. Additionally very good with Unlimited Power.

Toolbox -
Increases turn 1 consistency by being able to provide attacks and can provide valueable Colorless cards for nearly every situation, including the powerful rare cards such as Master of Strategy and Apotheosis.