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I have gotten fledgling totem for the trapper fight though, and found 3 tactics that tend to consistently work depending on my current deck. First is the general meta, steamroll everything. Make a win condition card, or preferably multiple win condition cards that each can deal 5+ damage in some way (especially since the gimmick here is that the successful cards get trap snapped, more than one to depend on is a good idea). Doesn't matter if its just a 2/1 with trifurcated strike, that's still 6 damage when it does land, still counts. If you know how, layer in the fair hand mechanic to your advantage by either making those win condition cards fall into the fair hand, or making sure you got something that is likely to that has a sigil like hoarder. That way you can pull those cards early to. If you do have stuff like a 2/1 trifurcated, that's probably either fodder to weaken the frogs (if you know you have more/better options available deeper in your deck and just need to make it that far), or you're planning to get at least 3 pelts in the first stage and save that to just end the second stage. 2/1 trifurcated is a win condition card, but not a lasting/strong one like that. If you instead decided to give steroids to a bear card or something, you only need to clear out one lane to let that powerhouse through and push your way to round 2, it'll spare you from getting pecked to death by buffed up strange frogs but you'd also be forfeiting additional pelts. You get one pelt for advancing to the second stage either way though, so if you are using a powerhouse card, you want to use that single pelt to clear it's way when round 2 starts.
The second tactic is a bit harder to actually survive overall, as in the entire run itself not just this specific fight. It's a more defensive approach. Was a tactic I was using when i picked up the kingfisher deck because as nice as it is to already start with a mycologist ready copy I can break existence with, it also meant that doing so meant at least one lane was entirely forfeiting defense. Moleman is absolutely amazing at buying time, in any round. They have mighty leap so they can block fliers, start with 8 health by default so they can take a beating, and hop in front of all incoming damage. Admittedly in Kaycee's mod that still only means that a default moleman usually only buys you a round or two of protection, but he's the most effective protection for that time in my experience (and unkillable can help fix that issue). This would mean you are expecting time to pass though, so unlike the first tactic where it may be possible to kill the frogs before they even evolve, this one is expecting them to. If you have a strong enough defense (and enough cards to not lose to starvation, which is its own pro/con scenario in finding a balance between a large enough deck for a slow defensive playstyle and avoiding the issues of deck bloat and never finding your good cards in all the clutter), then it doesnt necessarily matter how long it takes you to chip away at their cards. Though defensive decks biggest bane of existence is adders, "made of stone" is a sigil you pretty much only get from cave trials or wolf pelt trades so the chances of you having a decent defender that actually is immune to adder's venom is...not amazing.
The last one is a bit harder to impart in text, or at all really since everyone has their own way of doing stuff. Get creative essentially. This game rewards those "i wonder if..." moments 9/10 times (that last 1/10, it had no idea that anyone would even do that specific thing, so it basically didnt think that far ahead to know what to do about it). Just to give an example: so far the most sigils i have managed to stack on a single card was 6 via a combination of a cave trial card that already has double sigils, a sigil swap node, and a visit to the mycologists. Merged copies will also merge their sigils (though sigils both have, like the sigil inherent in the card itself, dont stack. So merging two mantis god will not give you 6 strikes, but it will do the 3 strikes, at twice the stats now).
OH, or another example, the discovery that generator cards also pass on at least some of their sigils. My personal favorite being the skink and it's generated tail. The tail it generates will inherit any buffs and sigils the skink itself has. So if you pull the mycologist merge routine with a skink, it's a two for one card basically. You get the already win condition skink abomination you just made, plus the tail it generates that is basically its copy but -1/-1 on the stats if the skink does nearly get hit. So a combo like unkillable on one skink, and fecundity on another, merged at mycologist, can rebreak fecundity so badly it's nearly pre-nerf...plus since it's mycologist merged and a 1/2 at base, its a bare minimum of a 2/4 for one blood, and the tail would be a 1/3 so even the usually useless block fodder tail now has damage, always returns to your hand when it dies (including to sacrifice) and is completely free, that you can generate infinite copies of.
Edit: found a screenshot for reference on the skink thing I mentioned in the last paragraph:
https://steamcommunity.com/sharedfiles/filedetails/?id=2798347332