
(Toss in Self-forming Clay and you have the damage synergy archetype). With the recent patch, Rupture could be close to Demon Form, because Ironclad has a number of cards that cause damage (such as Combust), and then you also get strength. Any “doubling” card can lead to geometric scaling which is why if I lack any strength, I’m still tempted to take a naked Limit Break at the end of Act I, since a single later pick can turn into tremendous upside. Card coordination (via H eadbutt) to re-use a Spot Weakness (or start this and re-use Limit Breaks) can lead to obscene strength. A simple Spot Weakness or semi-scaling like an Inflame or two) is often good enough to handle scaling in Act II. New players are enamored of Demon Form (indeed, at low ascensions its an auto-win for me), but the high cost make that suitable for slow fights only. Strength Scaling - Other classes can do this, but Ironclad has numerous ways. Once you get past the early game, Ironclad tropes that often work include:
#SLAY THE SPIRE CHARACTERS UPGRADE#
(One reason why Ironclad was such a popular “Swap Boss Relic” option for Neow’s gift … Ironclad can exploit the fourth energy, although now with so many damage interactions the original healing relic is also more valuable).īack before I started tracking, I would often die in late Act I because I’d rely on the healing, get a bit low, hit a bit of bad variance or a rough hallway fight (Gremlin Gang, Slime Gang), and then either die outright or be poorly placed for the boss fight, missing an upgrade or two, and then poof. But (with only three energy) they’ll simply block each other. There are so many decent 2-energy damage cards, you’ll be tempted to load up. One of Ironclads early problems is the embarrassment of front-loaded damage riches. Vulnerable means your attack this turn (and next turn) do 50% more damage, so even with just the starting deck Ironclad can deal out 44 damage in two turns (Bash+Strike/3x strikes) if you draw Bash in your opening hand. Ironclad’s card pool is loaded with big hits - grabbing a quick two-energy front-loaded damage (ideally Carnage) will get you through early Act I. In the early game you block only insofar as you didn’t get any damage, effectively trading HP for murder.

Combined with a nice maximum health, this makes Ironclad a forgiving character. Ironclad’s bonus card is Bash, which provides two vulnerable and his artifact ( Burning Blood) is your healing (at 6 HP/combat). Barely serviceable cards that you should (in general) despise. The basic deck is 5x Strikes and 5x Defends. I’ll try to note problems and the counters. Sometimes you pick a card knowing that is often dead-weight, but that really helps out in specific fights. “X cost” cards also let you dump as much as desired into them (with the caveat that it has to be the last card played, mostly).Īlso - Something I didn’t mention in the prior article. Still, with an Iron Wave and two strikes and defends, you have some flexibility. Iron Wave gives you attack and defense, but poor ones. If you have one “attack two” and one “defend two” then its fine that you can’t necessarily play both, because you’ll play the one that matters (and then a one cost card to round it up). If you have only two cost cards, you can (with three mana) only spend two mana. (You may want to split it up, but if you want to go all the way with either, you can’t). As I mentioned, if you only have strikes or defends (and a five card hand) you will be able to spend three mana on either, but not both. It hurts that there are interrelated concepts, but one idea that a “dense” deck also has is the ability to dump all of its mana into Attack or Defend (as desired). Since this violates the “focus on the near term,” taking a card that is a dead load for the near future and potentially the game indicates that the card has tremendous upside.Īnd I realize I didn’t really talk about density as clearly as I could. (Like taking a Limit Break which doubles your strength bonus, when you as of yet have no way to get a strength bonus). One more definition - A naked pick is picking a card that doesn’t do anything for you yet. For the most part I am not going to get into too many relics in this discussion.


Also, while I discuss strategies and archetypes, these are intended as a “Discussion” or suggestions, not as a crutch or exhaustive list. This covers the basic thoughts for each character, it is not intended to be “card by card complete” or cover all possibilities.
