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1) keep decks small. purge less useful cards. Skip rewards that are "meh." Any spells without consume just keep recycling back over and over. You want spells that are good to be the ones you draw over and over. Along with that, keep your units alive (or reform them or give them endless). That lets you buff them up, and means you don't need more units than you can fit onto a floor.
2) Have a plan for scaling. You need to make your main source of doing damage get stronger as each fight goes on, and your deck stronger from fight to fight. Strengthening your deck is about removing less useful cards so you draw the more useful ones more often, and grabbing good cards and good upgrades. getting stronger within a fight takes some planning...you need cards that will pump up your unit's attacks, and you need to be drawing and playing them OFTEN. The first boss has like 120 hp....the last boss can have well over 2000. You need a plan for how to get there.
3) Don't bite off more than you can chew. Challenges are optional. Early boss kills are optional. Pact shards (if you have the DLC) are optional. You don't need to do them, and you should think hard before you do. There's a tendency for new players to grab all the challenges because the rewards are tempting, and to play their units on the bottom floor because of the score bonus. The rewards for challenges can indeed be nice, but they can also just flat out end your run...particularly beware the "enemies heal when they move up a floor." As far as fighting on the bottom floor - there are a couple strategies that work best on the bottom floor (an endless titan sentry, Decayer Spine Chief), but MOST strategies, and most experienced players play on the top floor unless specifically gunning for a high score.
This game is really easy.
I'm currently getting a win with every combination at cov 25 and have a winstreak of 6 going so far.
1. You need to be wise in using your resource be it the soul (the flame), try to utilize the upgrade to lower the cost.
2. try to build around your win condition, think which minion is your damage dealer and it's better to build around strong minion/your champion.
3. Sometimes it's ok to let your pyre to tank some damage so that you can keep your minion alive and beat the boss.
What I've learned from the game thus far is that if you don't specifically build towards whatever you are going to face and just go happy go lucky ill try this and that you are going to fail the run most of the time, and doubly if you pick those bonus-penalties point (i dont know if they have a name).
You also need to abuse every mechanic you are given. Opportunity to make a copy of your double upgraded card? Yes please. Five copies of 200 damage 0 cost spells? Let's go. You need to remove any shame you have. Abuse the game mechanics fully. Anytime you think "yeah this is too much" it's probably not enough. That unit in front that hits for 2x150 Quick? Not strong enough. Get more.
Backliners are fragile and largely stay that way. Getting a splash damage spell with holdover and power up can singlehandedly eliminate backliners as a concern. Spot removal can at least remove the most problematic ones, and sweep/trample/multiple creature lanes can mop them up. They're the least dangerous to the Pyre generally too.
Bosses, you have the whole battle to get your janky combo pieces lined up, then they relentlessly duel your megabuffed unit before moving on. Just make sure you have a good offensive and defensive option to stack up.
Heavies though tend to be above what you can one-shot with most monsters or spells at start, show up relatively early, and participate in only three rounds of combat before reaching the pyre... which they also tend to do more damage than backliners do by mid-game. In many ways it feels like the real end goal is get a deck that can ramp up quickly enough to manage those damned Gilded Wings.
That's the main 3 questions you have to ask yourself when you're building your deck:
How do I deal with backline?
How do I deal with double/triple heavies?
How do I deal with bosses?
You always need some form of scaling too.
For divinity(DLC) fight you need a minimum of 5 strikes, or sweep/trample.
Then there's simple stuff like don't neglect to take a unit on ring 2, even if the choices are bad and you know you'll need to remove it later.
Don't remove all stewards before the ring 5 fight unless you have another plan for dealing with crystalcloak boss stealth(stewards can chump on lower floors and waste its stealth stacks, but so can imps and morsels, or you can remove it with resin removal, etc).
Don't take too many shards unless you are already very strong, it's very easy to take too many and doom yourself by ring 4-5. Unless your deck can deal with 160+ hp heavies early and consistently by ring 4 stay under 80 shards, preferably 60.
You don't have to go over 100 shards, and you don't have to do multiple essence infusions, it's usually better to upgrade and infuse a unit and then dupe it in a hellvent instead.
Look at what cards you have, what bosses you have and what spawns on each route. Know what to scale into. Have a dedicated backliner, frontliner, ember solution, draw solution, sweeper, CC (stun or sap) and build a deck that doesn't have weakness. Know what to hold over and what to put on endless and tech towards those shops without getting to greedy. The game is really good at giving you a lot of info up front. Abuse Hellvents and purges and avoid health and gold. Know your ring bosses and have solutions for them.
My initial wins were not just luck. I was able to reach the final boss EVERY time with the lowest covenant level. Then...I bought the DLC expansion. I NEVER reached the final boss after that.
That is why I came here to seek advice. I don't do any challenges. I even used mutations to try to improve my odds. Nope. I get slaughtered half-way through the run. Not simply "lose", I do mean I get totally and brutally annihilated.
I will keep this thread as "Unanswered" until I can faithfully and fully try out the generous advice you all have shared.
I admit that it is both disheartening and infuriating to struggle with the game but I will try to not vent such emotions in the forums. :)
I was going to ask which characters you were playing, as the dlc faction is quite complex to play but they wouldn't be unlocked if you havent beaten cov 1 yet.
Are you losing on cov 0 or cov 1 run's. As the on cov 1 the new shards can very quickly overwhelm even a cov 1 run if you don't start with spells to hit backline units as a double attack 8 attack unit in the first fight is tough when he is hiding behind a tank.
If your struggling on cov 0 since buying the dlc not quite sure what would have caused that aside from the card pool's being slightly diluted in relation to "good" cards. Additionally the artifact pool is a tiny bit diluted due to the extra dlc artefact for each faction.
If you want a super easy set of mutators the one that give dante along with 8 calified embers and allies have quick has a pretty good chance winning most fights. It is even easier if you take the plant faction that has the +2 attack spell as their starter.
The reason these modifers make it easy is that dante will start in your hand and will have 11 multistrike and quick so can beast alot of early waves with suport from you champion. You then just need to focus on getting extra attack for him in shops and he can potentially kill the flying bosses before they even get to attack you.
With the DLC activated, it does not matter which combination of factions I play. I lose dramatically halfway through the game run.
I have tried using the mutators to add quick hit and improve those basic ushers / servants, I forgot the name....
Would you please explain the terminology? Backline??? Heavies???
I tried writing some details about my play-style with this comment, but then erased it. It just seemed too difficult to explain by referencing other games for comparison.
Backline means the low hp damage dealers protected by tanks/heavies with high hit points. You want a spell card or a unit that does damage to all. Say, a sweep unit for awoken clan or a fire imp for hellhorned. A good spell card example is one of the X cards that does X (amber) damage to all. You want to put a +10 spell buff on that card so that you can always cast it even if you have no amber/energy left and kill the backline.
For Awoken clan, get a sweep unit and put quick on it so that it attacks first and kills the back line before they can attack your tank unit.
This is the best advice I've seen on this thread. Other people, don't be offended, please, I like a lot of what I'm reading on here, there is just a ton of really solid advice and I learned a couple of things, so thanks! It's just that I think we often forget that it's important for some people (like me) to take a break from a card game like this. I sometimes find myself caught in a loop if I play over and over again, repeating the same bad decisions, etc. Spending some time away from the game helps me to see where I've been going wrong so I don't get stuck. It's the same for me with writing. If I write something and set it aside for a day, I can proofread what I wrote so much better and miss fewer mistakes or typos.