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You won't get the Epic/Mythic cards from this strategy but epic cards aren't craftable for awhile and Mythic cards can never be crafted.
To explain a bit more. You can craft cards in town, which cost shards(how much depends on the rarity of the card, and not all cards are craftable in the first town regardless). You can only craft cards you have already unlocked(which means some base cards + what you have found throughout all runs).
So the only thing the above method does(which cost gold, a resource you use in the equipment shop, the diviner, the church and sometimes out on the campaign map), is give you a broader selection of cards to choose to craft on subsequent runs.
You still need to craft the cards for each run(costing shards).
Some of the strongest cards available for crafting will not become available with the above method, as the start town cant divine much without upgrading the shop with supplies, which you get by completing various events during the campaign.
Overall, it is more efficient to just play(taking into account the other forms of progression), and it is definately more fun that way.
Not characters, though. My group has no interest in the Roguelite mode when an alternative exists (I hate vertical progression and the entire concept of guaranteed town options, too easy to force archetypes which is against the point of playing a StS-like at high level). It was up to me to suffer through around a dozen runs in a mode I didn't prefer (so, 20-30+ hours depending on play speed) then distribute a save file so that the rest of us didn't have to.
Yup that was a great explanation hah! I just try not to fault anyone for trying to take a different approach or wanting to play a different way!
You must not be familiar with how roguelites actually are. You are never given EVERYTHING at the beginning. There is always some sort of professional character improvement or gameplay improvement. Thats the nature of the game.