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I think either this clan is too hard to play or the numbers are too undertuned. Eggs especially feel really bad
That said, the old op combos like spikes horned prince or frostbite solgard have no issues this patch, and can wreck the divinity pretty reliably
Step out of your comfort zone and rethink your approach. I'm sure that doing so will help a lot.
Frostbite did turn out to be the key. Even though Divinity was stripping it every turn, it did enough damage to keep the lines clear and kill him just before Relentless. Good thing too, because Solgard died the same turn, and I think I might have ended up bleeding to death anyway.
To be clear, I wasn't really asking whether it was possible to beat the Divinity. I never thought it wasn't. I was asking if it's possible to beat him CONSISTENTLY, on C25, without getting extraordinarily good loot rolls.
Really feels like the whole DLC just narrowed the meta in a really boring "here's enemies that do 150dmg a round with 400hp" kind of way.
I noticed that pretty much all my Divinity kills were before relentless. If you can clear the waves it's a win, the boss doesn't really fight back at this point.
If you have primordian and morsel-made on the same floor morsel-made will instantly eat primordian each time you summon a morsel on that floor. Also primordian can be returned by using retch.
the run could have been optomised a bit better as i had a few trash cards that i took early. also morsel-made didn't get an infusion as i couldn't find anything good to sacrifice. An overgourger or morsel master would have been absolutely ridiculous. Also perils of production had no upgrades before i duped it so it could have had double stack and -1 cost or spell chain before i duped it. i also had no draw engine and no umbra artifacts. mask of pneumbra or fossilized fangs would have been a huge improvement.
The best quality of the core game (and generally each deckbuilder/tower defence/ any other genre monster train borrows from) is freedom of choice ... the clans can be combined, different champions, different cards etc.
The last divinity is so cheap and completly annihilates most builds .... well so much for freedom of choice...
PS: If you want a deck that really counters the last divinity play with the modifier that adds dante and make him attack first with max out dmg... easy win then
I have mostly been playing with the Wurmkin to try out the new clan. The beetle champ has some interesting combos in the sense that you can keep spamming the same consumable spell every turn. Well, get the spell that gives one energy per echo, slap spellchain on it, and that alone takes care of the energy ramp. Had a winning high covenant run with that card, the card that doubles your energy, and then some X-casting cost cards fired off with 30+ energy.
There are some combos that I can't really see a winning path for though. Like Wurmkin-Awokened. Tried a few runs and there was no way to come even remotely close to scaling up in damage enough.