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Dark Tower Dark Cards Guide: All 20 Cards, Odds and Best Picks

Every Dark Card in Dark Tower: Idle Villain TD: how the Dark Draw works, how Dark Energy is earned, the real chance of each rarity and how saving energy improves it, all 20 cards from level 1 to their maximum, and which to buy first.

Dark Cards are the roguelite part of Dark Tower: Idle Villain TD. At the start of every battle and after every fifth wave, three cards appear, and you buy one with Dark Energy, save the energy or reroll. There are 20 cards in four rarities; a card's price is 40, 90, 170 or 300 energy by rarity, plus a quarter for every level you already have, and the cards last for one battle. Saving energy also makes rare cards more likely: with 450 energy in the bank, a legendary Black Hole is almost three times as likely as at the start.

We make Dark Tower, so every number in this guide comes from the game's code.

How the Dark Draw works

  • When: once at the start of a battle and after every fifth wave. A checkpoint start brings 12 extra Dark Energy for every wave skipped.
  • Time: six seconds to choose. The first draw of a battle has no clock.
  • Choices: buy one card, keep your energy for the next draw, or reroll the three cards for 15 energy.
  • Levels: taking a card you already have raises its level, up to 3 or 5. Each level costs a quarter more than the last.
  • Free rerolls: the Dark Insight research gives up to three per battle, and the Lich Phylactery relic one more.

Dark Energy

You start every battle with 45 Dark Energy, plus whatever the Energy Reserve research kept from your last battle and 12 for every wave a checkpoint lets you skip. During the battle you earn about 30 energy from each wave's kills, whatever the size of the wave, 15 more for every boss and 3 for every new wave.

The odds of each rarity

The more energy you hold when the cards are dealt, the better the odds of rare cards:

Energy savedCommonRareEpicLegendary
4555.7%36.7%7.0%0.6%
15044.8%44.8%9.6%0.8%
30033.1%53.0%12.6%1.2%
450 or more25.1%58.5%14.9%1.5%

Those are the chances for each card dealt. Cards you have already maxed are never dealt again.

All 20 Dark Cards

CardRarityMax levelAt level 1At max levelFirst price
Frost AuraCommon5Enemies in range 12% slower36% slower40
Vampiric BoltsCommon5Heal 1% of all damage you deal3%40
Soul GreedCommon5+15% soul orbs from every kill+75%40
Golden TitheCommon5+15% gold at the end of the battle+75%40
Twin BoltsCommon5+8% double shot chance+40%40
Cruel CritsCommon5+5% critical chance, +20% critical damage+25%, +100%40
Dark ShieldCommon5Every 18 s a barrier worth 10% of max health30%40
Chain LightningRare510% chance per hit to arc to 2 more enemies26%, 5 more enemies90
Soul ExplosionRare5Slain enemies explode for 15% of their life43%90
Nova PulseRare5Every 12 s a shockwave for 100% damage, with knockbackEvery 8 s, 200%90
HellfireRare5Bolts burn for 10% of your attack each second for 3 s30%90
Dark FrenzyRare3Every 14 s double fire rate for 3 sFor 5 s90
Orbiting SkullsRare31 cursed skull circles the tower3 skulls90
BerserkRare3Below half health: +30% damage, +20% attack speed+60%, +40%90
Split BoltRare3Each hit splits into 2 shards4 shards90
Meteor RainEpic5Every 10 s a meteor for 200% damage on the biggest crowdEvery 6 s, 400%170
Thunder StrikeEpic5Every 7th shot: lightning for 250% damage and a short stun450%170
ExecutionEpic3Enemies below 10% life die at once, not bossesBelow 18%170
Gem HunterEpic3Each kill has a 0.5% chance to drop a gem1.5%170
Black HoleLegendary3Every 22 s a black hole for 40% damage twice a secondEvery 16 s, 70%300

Maxing a card costs its first price plus a quarter more for every level: 300 energy for a common, 675 for a five-level rare, 1,275 for a five-level epic and 1,125 for the Black Hole.

Which cards to buy

  • The first draws: cheap commons. Twin Bolts and Cruel Crits raise all your damage for 40 energy, and Soul Greed pays for itself, because more soul orbs buy more upgrades for the rest of the battle.
  • Crowds: Frost Aura, Nova Pulse and Chain Lightning. They handle the big late waves that single shots cannot.
  • Bosses: Thunder Strike and Berserk. Execution never works on bosses, so it is a wave-clearing card.
  • Farming: Golden Tithe and Gem Hunter. Golden Tithe adds up to 75% to the gold at the end of the battle; Gem Hunter turns kills into gems.
  • Legendary: Black Hole, whenever you can afford it. Saving energy for a few draws raises its odds.

Dark Cards FAQ

How often do Dark Cards appear?

At the start of a battle and after waves 5, 10, 15 and so on up to 45: ten draws in a full 50-wave battle, and more in the endless Abyss.

Do Dark Cards stay after the battle?

No. They last for one battle. The Heart of the Abyss relic starts every battle with one to three random cards.

What is the rarest Dark Card?

Black Hole, the only legendary. It is a 0.6% chance per card at the start and 1.5% with 450 energy saved.

Is it worth saving Dark Energy?

Yes, when a draw shows nothing you need: the energy carries over within the battle and improves the odds of rare cards.

Draw your first Dark Card in Dark Tower: Idle Villain TD, free on Google Play.

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