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But the one that specifically made me post this was the one that would insert 3 relic tokens whenever I had no summons during the end of my turn, which meant for the rest of the run I would've to avoid using all my summons lest I'd have to deal with 3 new tokens everytime.
What makes this such a issue imo is that, unlike curses, there's no real way to deal with it, it's completelly random and you can't remove them.
Spellcasters IS a pretty strong archetype, but some others are as if not even stronger without this big of a weakness.
Doesn't matter if it's an Elite drop, or a chest, or a boss reward, you can just skip it, the same way you skip potions or card-selections on all of those screens. Just read them before you blindly click them.
Ohhhhh, yeahh, \o/
I'd lean towards leaving it still though, there are some base game relics that are dangerous to receive too anyways (Dead Branch from the rare relics, and plenty of boss relic examples. It's definitely not fun if it's happening often, but occasionally getting a 'bad' relic is still a nice challenge to try and work around.
I had this happen recently with the metronometry relic in this mod (though I picked it up optionally, I regretted it soon after, since it got in the way of my lean deck). In the end it was still neat to experiment with and see how it worked. I'll probably skip it in future rewards screens, but if I ever get it randomly I won't mind the odd run again trying to deal with it.
If it's a frequent problem with certain starter-decks/cardpools though (idk, are their relic pools? It feels like the available relics adjust a bit to what starter deck I choose) I'd understand wanting adjusting it in some way.
There's no work around getting a relic that puts cards in your summon. My original post was specifically aimed at those, as they instantly render the spellcaster passive useless for the rest of the run.
Compared to that, dead branch is pretty great.