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if you don't want your backline jumped just pile into the corner, you have have a party of 4-5 and keep them all safe by forcing targeting onto 1 of them.
honestly it seems like the things you think are OP are only op because you're using the passive builds (spikes summons and decay) instead of the more active builds (might and fracture are the easiest two but even movement can help and there are others). The active ones tend to kill things faster and 1800 hp isn't that much tbh.
movement cards can help targeting the right enemies (or getting aggro off one of your units)
Otherwise here's a spell deck that worked well just now if you're curious. I'm confident it would work on higher corruptions, because the enemy barely ever got a turn and we would almost immediately have thousands of armor.
Basically we didn't take any damage in many fights towards the end, unless somehow I couldn't get the armor generation card in my hand early. Which is why I ended up getting two prophecies and two sorcery shields, then it wasn't an issue. Generally I don't take 4 slots of units, but I had excess units since I took the level 2 draft for the beginning fate's blessing.
https://steamcommunity.com/id/poongoolie/screenshot/2018230889848772662/
- [Prophecy] lets you draw any card you want from draw pile.
- [Spellbinding] draws all spells from draw pile and reduces their cost by 1 (so they all costed 0).
- [Sorcery shield] gives 75 armor to your whole team each spell cast, for 2 turn, and they stack as you cast more sorcery shields.
-[Refresh] replaces your whole hand with a new draw, in case you got a useless hand somehow.
- Hero went level 1 of each route, as auras were more useful than the skills.
Those are what made the deck work, the overthink (when upgraded: +2 energy this turn, -1 energy next turn) wasn't really necessary.
Also, I took gorgon's gaze artifact, the thing that generates 0 mana cards that stun random targets.
Yeah parasite would have been good in this deck but didn't really matter since enemies barely ever got a turn anyway. Any deck with full party armor cards would be nice with it. Like whatever that card is that costs 0 and armors the whole team when any card is played (that thing is op).
I did have several relics that synergize with spellcasting which did make a big difference.
This one at least seems somewhat more balanced than most small indie games. Probably helps that it follows the typical Slay the Spire model so there's some previous work to model after.
There are a few weirdly op cards though, yeah. It's weird because they're direct upgrades. I think there's a card that gives 200-something might, but also splash, and costs 1??? That's kind of weird. I guess they wanted to include powerhouse cards that are exciting to find instead of purely being balanced alongside the base cards.
So far I'm between 6-9 corruption levels on all classes and feel like I can use almost any card in a build and win.