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You choose clans before cards before leaders. You can pick Melting/Umbra, not get a reform or burnout card, and be given only a choice between reform or burnout Flicker.
At the specific point you describe, you've taken the risk of picking a combo capable of having a rough start, and now it's up to you to pick the choice with the highest chance of recovering. You can take Reform Flicker and try to avoid Morsels as much as possible, maybe even using none of them and simply running a Melting Remnant deck with support cards giving capacity and ember once you remove the Shadesplitters. You can take Burnout Flicker and pray for Burnout/Reform cards, possibly not playing your Champ turn 1 so you can drop it later and it can kill the boss before dying. Don't like those odds? Pick more straightforward clan combos that don't sometimes force you into those positions then.
Assuming from the random spells: Yes. Likely every run is winnable.
Assuming from after Daedelus: Likely here is where runs may or may not broken. If your ground work isn't fully set by this point, you may find yourself. Daedelus is a good "hope your run is close to ready" check.
I think pretty much every run is winnable even with the random starting cards, but sometimes people misplay right away and assume that whatever they did wasn't a misplay. Maybe if the final boss removes half of your buff stacks over and over Spikes Sentient isn't the winning play this time. Choices can lose you a run long after you make them.
1. Get a reform or burnout application card in starting deck. As a result take burnout rector.
2. Play burnout rector turn 1 because of course you are.
3. If I got molded as my starting card draw them both before rector burns out then have them end up towards the bottom of the deck on the second cycle through the deck. Proceed to be unable to kill boss.
4. If I got something to apply burnout like hallowed dripping proceed to have them both be at the bottom of the deck resulting in rector burning out before I can extend his burnout timer. Proceed to be unable to kill boss.
This usually happens on the first or second fight.
Stygian/Umbra are probably like 80% of those unwinnable runs.
However chances are you just made mistakes, especially if you lost at Cov 9.
If you look at every possible choice path, while knowing exactly which cards are offered, which upgrade options and artifacts and events etc and have the genius to find the most optimal out of all those countless possibilities (or more realistically have a super computer auto-play through thousands of variations of the run to find the one that works) - then I think the possibility exists that every run has at least one possible path to victory.
There's so many things we don't know when starting a run - it's impossible to always make the right decisions. We're human, not omniscient beings.
For example: you have a choice where one option wins you the run 80% of the time and the other wins you 10% of the time. A good player will take the 80% and still lose the run 20% of the time where a bad player might take the 10% and proceed to win that amount (I'm overstating things a bit here, but it's just to make a point).
My point is that it's a very different discussion to ask if you can win every run or if you can win every run with perfect play. Sometimes making a decision that is better in 80% of cases will lose you the run in the other 20% of cases.
I think it's very well possible that every run might be winnable, but I could see that a number of those wins will only be achieved by making decisions that would lose you the run in most of the cases.
I think a much better way to approach games like this is to find a way to win the most runs on average rather than winning every run period. Otherwise you're approaching this like a puzzle game rather than a rogueli(k/t)e.
I'm fine with those odds because I enjoy the playstyle. Also I'm fine giving up my win streaks and restarting if I have an unworkable start.
I'm fairly confident it answers the OP's question, though - not every run is winnable, because some clan combos can have very difficult starts and on high Cov you don't have much time to recover.
I do agree with "technically almost every run is beatable" and in a way it is if we assume a computer player or all knowing person played then they would almost never lose.
But most of us aren't either can't handle doing those things or just haven't learned them yet.
I do however think that some of the losing runs may not be losing for normal people if they chose to think in a different way when their normal strategies aren't working.
Exactly! Pick a clan (combo) which is not inherently at risk at getting screwed at the beginning ... This alone should answer OP's question imho. See Urilbedamned's explanation above for more details
Sure, as a player, you can choose only the most meta clan pairing every time, and maybe never get unlucky, and win every run, but then all you're doing is *avoiding* the difficult/unwinnable runs.
I imagine most players going for streaks will be doing them on random, since that's the most challenging. In that case, you can expect every pairing with a 1 in 20 frequency, so you can't simply choose to avoid the rough combinations.
But even if you aren't playing on random, not losing a particular run because you just avoided playing it doesn't count as it being winnable.
What I was trying to say was, that the "remnant problem" makes it (at least for me) obvious, that not every run can be won. My answer was a bit confusing because of poorly applied sarcasm^^
The other guy said, "pick a different combo if you have the remnant problem" - which for me is not a solution whatsoever (like you explained).