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Make sure you hover over the icon at the top right at the start of each run. You want to read what Seraph will have for the fight such as Sap or removing buffs. You can also look at the run map and try to plan ahead if you want. This is also the top right corner when you are in a game.
Try to focus your deck on a single strategy and in most cases on only 2 / 3 large units. Upgrading health once then quick / multi-strike is what you want usually. Running melting remnant is a bit different cause of the reformed / extinguish effects the clan features.
I just hit cov3, I am sure there are people better at the game than me on twitch / youtube who have more tips.
Do not underestimate the HellHorned Imps and their associated cards. By late game I was doing 75 damage by casting a 1 cost spell that bases its damage by how many imps are in your deck. Naturally there are ways to get a hilarious number of minions in your deck via random world events. Depending on the run you could probably get this damage to over 150.... at the cost of your draw.
Imps are generally more useful to have than Stewards, but often times it is better to get the more specialized troops depending on the clan you chose.
Awoken has a card in its starting deck I believe that is a 0 cost full heal for the compartment. This combos well with another Awoken card that gains 60 Maximum health when summoned and other cards with the Rejuvenate descriptor which has an effect on heal.
I am still figuring out the balance between upgrading spells and creatures and discarding the ones that are not useful. In the 5 games I've played so far it has a similar feel to Slay the Spire in that you want to sp ecialize and prune your deck with the additional strategic layer of figuring out how many monsters you want in your deck since generally you won't be getting them back after they die. (There is an endless Keyword you can apply as an upgrade. I highly suggest using this upgrade for creatures that have very strong Summon abilities, like the imp that returns a card with the consume keyword from the graveyard to your hand)
Other classes rely on larger synergies to make a strat work, but awoken are a one and done.
The issue with Awoken is often artifacts are what will end up driving your deck builds as to how successful you are with the last boss fight. Hold-over and reduction of energy is what I think most people who win with Awoken focus on.
For more general tips, what I have so far is that you need to think of your deck as an engine to setup to take out the boss, plus the tools to survive the waves before the boss.
The more the boss-killing engine and those early tools overlap, the more consistent your deck is. If your engine is powerful but fragile, you'll need to have a whole other suit of cards to protect it in the early turns, and this will lead to inconsistency.
Each run is rather short, it's often not really worth it to trash them over keeping them.
Aim to have at least one good unit or spell with a minimum of two upgrades and suitable for your build, before you get to the first hellvent so you can double it up. Likewise scope out where the unstable vortexes are so you know how much you'll be able to thin your deck. Dropping cards is key to winning.
The game will ALWAYS draw you 1 unit every single turn, if there is a unit in the deck. Note that "Unit" here is stricter than you might think, Imps, Channellers, and other weak "token" creatures do not count as "Units" for these rules. If it shows up in a normal card draft next to spells instead of monsters, it does not count for this rule. This rule is CRUCIAL, it means if you have an OP combo, like say Spikes Sentient is your Champion and you have a single Animus of Speed with Multistrike, Quick, and huge damage and health because you used Largestone on it. That's only 5 space, which means you can use your upgrades to draw more cards and gain more energy every turn, and more importantly it means every single turn 1 of every single battle, you WILL start with your Champion and your Animus, so after that every turn can be used to cast spells that heal your Champion, buff your units, and deal damage to enemies. If you remove all of the bad cards from your deck, you can draw 100% of your good cards every single turn (even with Deadweights). This takes time to build of course, and you have to tweak it to fit the current run, but by Seraph getting a deck small enough to draw MOST of the deck every turn (after using Consume spells) is EASY. Just stop picking cards you don't need, you WILL lose games when you draw 5 heal spells but need a damage spell, which is your own fault because NO deck needs 5 heal spells.
Let's say entering the Seraph fight, you have this full deck, with most of the spells upgraded to cost less because you have extra money from skipping other cards (EVERY Magic shop, including the reroll, has -1 cost as the first cheap option, so this is not RNG, it is EASY): Champ, Animus of Speed, Glimmer (+20 damage no consume), Bramble Lash, Awake, 1 GOOD buff spell (like Cycle of Life, but there are ones that aren't Rare too, most clans have good buff spells), Consume spells, and the rest of the deck are cards that draw +1 next turn (doesn't matter which ones, as long as you only have a couple). First turn you summon your Champ and Animus, and over the next 2 turns you cycle through the whole deck, playing the Consume cards so they stop filling your hand (for example, you can give +20 restore and consume to a Restore very cheap, so once you play it 1 time it's now gone, much cheaper than removing every copy). Eventually all the Consume spells are gone, and now you have a slim deck where you can cast Glimmer to kill backline enemies and top off your units, you have a constant buff spell to turbo-buff your Champion every single turn, you have Awake for emergencies where the Champ takes a lot of damage (and to stack Regen), and you have Bramble Lash to deal 400 minimum on turn 1 (if you have the 40 Spikes champ) and it grows every single turn.
Note that this example literally only uses non-rare Awoken cards, there are better cards for some purposes and it's really that simple, like other classes have bigger buffs, or more damage spells, or free energy or capacity, or big X cost cards. This works even with 2 Deadweight, if you have a slim enough deck you can draw AOE, Single-target kill, and unit sustain every single turn, and never have to think "Oh, I'm unlucky, I lost because I didn't draw my 1 AOE card from my 30 card deck with perfect timing" again. Winning is not pure luck, it's picking ONLY the cards you need. Every card you skip is free money you can use to upgrade good cards or remove bad cards.
Of course, you need to alter strategies sometimes. Spell removing Serpaph can be a pain, but the thing is, he only kills 1 spell a turn, and you know he's the final boss. If you see Spreading Spores take it (and upgrade it with Doublestack), because you can "kill" it every single turn and it simply removes the double, you keep 1 copy forever, which means you can have literally 5 spells and cast them all every turn, as long as the 1st you cast is Spreading Spores. It's true you won't always get offered Spreading Spores, in those cases you should try to draft extra CONSUME spells, so they don't take up draws forever, and Seraph doesn't care if the spell you permanently kill is already Consume, so you can keep your core AOE/Damage/Heal forever, as long as you have a Consume card to use. You never lose because the final boss surprises you, you know who it is instantly, and losing because you weren't prepared is on you alone.
how often do you guys enable the trials to get extra rewards? more often than not i always try to do the first and maybe second ones depending on the reward but after that i dont even think about touching them due to how much they buff the enemies. Second how well do you manage your money? seems like im between always being completely broke and feeling like i cant buy anything or so rich i cant spend it on anything because the run is already almost over, i often times completely buy out spell shops just to buff my spells but i bet i could do it better and save my cash for something more important while still having powerful spells.
Lets say the challenge is extra armor, and you think maybe you'll have to let some enemies slip through and attack the Pyre because of it. BUT, the reward is an artifact. It's still worth taking that challenge most of them time, Pyre Health is a resource and if you can spend some of it to get an reward, that's great. One of the best challenges early on is the Rage units that get summoned on floor 2 and 3, which is so easy because if you can't kill them, you can ignore them and let them reach the Pyre, and simply trade 10ish health for whatever the reward is. It's similar to the event where you have a % chance to get an artifact by giving gold or health, you have to assess the risk of how much health you're willing to lose with how good the benefit is, and often it's worth it.
My real pro tip is that the final optional challenge is almost always worth it, unless you're in a situation where you will probably lose the fight anyway. It's often gonna be a hard one, but the reward is 400 gold, and it's 100% guaranteed that you see an Artifact Shop after this fight before the final fight, and 400 gold + the base from winning can buy 2 extra artifacts. The question of "But what if I lose" pops up, but I'm gonna be honest: There are probably few runs where you would win the final fight against Seraph but lose to the 7th fight, if you can't handle 7 the jump in difficulty to 8 will usually slaughter you anyway. The exception is if the 7th fight hard counters you, like maybe you're all-in on tiny attacking multistrike dudes, and the boss is the guy who gets stronger every time you hit him, but even then you're losing to the boss even ignoring the challenge sometimes.
Money depends on the run for sure, especially as Remnant can gain so much more of it. If you do more challenges, you'll earn more money, and it snowballs. Like, if you take challenge 1, you get a reward, and now you're stronger so challenge 2 isn't so hard, so now you're stronger so 3 isn't so hard, ect. I wouldn't worry about saving money too much, it's better to spend it and get stronger, which helps you take the challenges and avoid losing health you might want later. Don't spend just to spend though, like reducing the cost of a consume spell is pretty weak since you only spend that cost 1 time each game, but a spell you know you play every time you get it should be cheap for sure. My last advice is the same as the first from earlier, if you turn down more units, you not only have more money because they give you money for that, but you have less cards you need to upgrade now, making it easier to upgrade all of them.
your replies have been absolutely amazing and revealing stuff i doubt many know about have you considered making a guide?
Once a fight has started all you need to do is exit to main menu to reset the encounter, when you jump back in the fight starts from the beginning. I acutally love this part of the game because it becomes a puzzle, sometimes baffling starting moves turns out much better in your third hand due to the cards that you get there for example.
That means it's generally a higher priority to remove your starter spells. The +20 power / consume improvement is great for torch, restore, and frost bolt because it makes them useful and takes 'em out of your deck after first use.