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Get rid of all starting cards except neutralize, if you can, priority to getting rid of strikes.
This is the poison deck, it has 4 parts:
Defense:
At least 2 of: backflip, blur
Up to 2 of doesn't hurt: footwork, after image
1 of doesn't hurt: leg sweep, neutralize
Card draw/energy regain:
Up to 2 of: acrobatics, tactician
Any number of: escape plan, adrenaline
1 is nice: tools of the trade
Up to 3 is nice: madness
(backflip also acts here)
Poison win condition:
Up to 2, 1 is enough: deadly poison
1 of: corpse explosion, crippling cloud
Maybe add 1: catalyze
Basic gist is defense turtle with backflip, dodge, escape plan, draw cards like crazy, discard tactician for more energy, using acrobatics/tools of the trade, poison the enemy until they die.
For starters, Well-Laid Plans is probably Silent's best card, or at least the one card that a single copy of will always good, in almost every deck and at any stage of the game.
In Act 1, you need damage early on, since the best solution to all 3 Act 1 bosses are "kill them faster." This means that for your first couple hallway fights, you want to choose damage commons, even if they aren't amazing. Dash is actually a decent choice here (it's almost the only good answer to Nob) and Poison Stab is a great card at 9 upfront damage for 1 Energy, but even the humble Quick Blade, Flying Knee or poison-less Bane can help. Sucker Punch gets a shout-out as well since it can really help against Lagu and Nob, but Sucker Punch is absolute garbage after Act 2, so only take it if no better options remain.
Silent decks generally fall into one of 3 arch-types -- Poison, Shiv and Discard/Draw. Poison is probably the most reliable and most effective, but if you have relics that rely on playing lots of cards (Fan, Kunai, Shuriken) then Shiv may be a better option. Even if you aren't a Shiv Deck, Cloak and Dagger is a decent middling defensive choice, with the ability to both defend and block at the same time (sort of like a baby Dash). Discard/Draw decks are really risky and the hardest to pilot, and often rely on a Relic with specific Synergy like Bandages or Hovering Kite. I'd recommend staying away from this archtype if you're still learning the ropes.
Lastly, don't under-estimate the extreme benefit of Silent's defensive cards. Leg Sweep is amazing; don't be afraid of its 2 energy cost. With a single card, you gain a ton of block and weaken the opponent for this turn and the next; it can really save your bacon. Piercing Wail (or Dark Shackles if you're desperate) is also nearly a must-have. It's fantastic against group-fights or against a single target that attacks multiple times. I personally love Blur, for all those times that I draw all my defense cards but the enemy isn't attacking. Dodge and Roll has a similar effect (although for some reason I like it less than Blur). Don't be afraid of a well-timed Mailaise either, as it can make fights against multiple-attack enemies trivial.
Lastly, you need some scaling for the late game, which usually comes in the form of powers. Footwork is incredibly powerful in nearly any Silent deck. After Image is good in Shiv decks. Noxious Fumes is decent in most decks but is a staple in poison decks. Other Powers are a little more tricky to use--Thousand Cuts and Accuracy are probably best left for Shiv decks, and Wraith Form can be extremely powerful, but requires the right support to be used properly (i.e. Nightmare, Burst etc.)
Let's go with the following postulates: Enablers are cards and relics you need for a specific deck or archetype. They are the one that allow those decks to even work and happen, and without which the core cards are useless.
Core cards are the cards your decks are built around and as i call them here, are the core of your synergies. They usually are the ones that get the machine running, and skyrocket your deck's potential. But if they aren't also enablers, they'll be virtually useless by themselves.
We assume that a card can fit both of these roles (or only one, or neither).
Eg: Demon Form or Spot Weakness could be considered enablers of a pure strenght scaling build in Ironclad. Limit break, on the other hand, could be considered a core card, but not an enabler. It won't do anything by itself, but if you pair it with its enablers, it will give your deck incredible power.
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For Silent, there's a few decks such as:
Typical Poison deck contains but isn't limited to:
- Enablers: Deadly Poison, Noxious Fumes, Bouncing Flask
- Core: Catalyst, Burst, Corpse Explosion*
- Other good/interesting cards: Crippling Cloud, Piercing Wail, Footwork, Nightmare, Malaise, Well-Laid Plans, Adrenaline, Wraith Form, and good block, draw, etc...
- Relics: Art of War, Snecko Skull, Incense Burner, The Specimen, Twisted Funnel, Paper Krane, Letter Opener, Stone Calendar, Red Mask, etc...
Catalyst is the biggest core card, and Burst is almost solely for pairing it with Catalyst. You can do interesting things with Nightmare. Corpse explosion doesn't directly synergize with the deck, but it can help killing group of enemies after you unload all the poison on one target. This deck has little to no focus on attacks and aside from surviving act 1, you should avoid picking up attacks. Exception is if you're using Envenom, but that's a bit less standard so to speak. Not bad, though. I'll say you could take Bane if you want, but that's up to preference, and past a certain point into that build, unnecessary, if not detrimental. Regardless, you don't need your deck to be too big. Feel free to get 2-3 Catalysts for the lols.
One Shiv/Attack Spam deck among others:
- Enablers: Infinite Blades, Cloak And Dagger, Blade Dance, Storm of Steel*, Thousand Cuts, card draw and energy.
- Core: Accuracy, Finisher, Choke, After Image, Thousand Cuts, any strenght Increase. Terror and Phantasmal Killer could fit in here, but i don't think they really should.
- Other good/interesting cards: Bullet Time, Backstab, Slice, Endless Agony, Storm of Steel, Well-Laid Plans, Terror, Piercing Wail, Footwork, Nightmare, Heel Hook+Weak, Envenom, Malaise, energy and draw in general. Technically you could use Phantasmal Killer, but it might be more trouble than it's worth.
- Relics: Bag of Marbles (with Backstab), Ninja Scroll, Vajra, Kunai, Shuriken, Ornamental Fan, Stone Calendar, Calipers, Spinning Top, Nunchaku, Wrist Blade, Bird Faced Urn, Mummified Hand, Ice Cream. Strange Spoon and Dead Branch are a bit weirder, but they can work. Strongly avoid Velvet Choker and Snecko, Runic Pyramid and Du-Vu Doll can be pretty nice, beware of anti-synergies though.
*Storm of Steel can be a bit tricky or underwhelming, it's probably not used that often, but it can still be good, especially with draw, spinning top, etc... This deck relies on using a lot of attacks that have been boosted (especially from triggering "attack relics"), or relies on relics that benefit from attacks being used. You want to generate and play a lot of Shivs. It can then be paired with After Image, Thousand Cuts and Finisher (works with Pen Nib!) to scale up the deck's offensive and defensive potential.
Discard Shenanigans Silent:
- Enablers: Survivor, Acrobatics, Dagger Throw, All-Out Attack, Calculated Gamble, Thousand Cuts, Unload, Prepared+, Tools of the Trade*, Storm of Steel**, Concentrate***
- Core: Acrobatics, Calculated Gamble, Reflex(!), Tactician(!), Concentrate, Thousand Cuts, Choke, Doppelganger, Prepared, Tools of the Trade, Eviscerate and Sneaky Strike (Admitedly they are both quite bad attacks, even within a discard deck, but you could make them kind of work here at least)
- Others: Adrenaline, Doppelganger, After Image, Piercing Wail, Bullet Time, Burst, Glass Knife, Flechette, Heel Hook, Malaise, Nightmare, Footwork, Envenom, Well-Laid Plans, Escape Plan and good block, or Wraith Form.
- Relics: Spinning Top, Runic Pyramid, Letter Opener, Sundial, Gambling Chip, Ice Cream, Tingsha, Tough bandages, Hovering Kite, The Abacus, etc.. Strongly avoid Snecko and Velvet Choker still. Make sure you have something to counteract the Hovering Kite's inevitable -2 hand reduction, as it can be quite penalizing.
*Tools of the Trade & **Storm of Steel & ***Concentrate => I put them in Enablers but they are more inbetween both categories, and kind of work as enablers, but not entirely. They don't do much for your deck until you get a good discard deck going using both Enablers and Core cards. Storm of Steel is especially weird, and it might not be that efficient overall. Reflex, Tactician + at least one source of discard are the fuel for this deck, while Thousand Cuts, Choke, and attacks will add up quite a lot to your damage. This deck is a bit difficult so i wouldn't recommend it, it's pretty good against curses and statuses, though. One of the goals you can aim for is to loop it as much as possible while something like Thousand Cuts does the killing. You don't want a deck too big, if it's small, you can redraw the cards that allow you to loop indefinitely.
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Overall, i'd say the "easiest" and least complex Silent deck is Poison, so you might want to go for that one. Do keep in mind that it can be good to mix up decks, especially Shiv and Discard decks. Don't get too caught up on archetypes and specific decks though, you still want cards that have "general uses", like Dagger Spray, Caltrops, Sucker punch, Predator or Leg Sweep, as you need to find ways to make up for the weaknesses of your deck and prepare for the upcoming challenges as you progress through floors. Shiv for example pairs pretty badly with the Time Eater. So plan ahead.
Some cards like Noxious Fumes, Footwork, Piercing Wail, Corpse Explosion, and Well-Laid Plans are worth having one copy of in about every decks. Predator can help with card draw, deals decent damage, and activates the Necronomicon, it's alright, especially against Time Eater. Riddle With Holes also activates Necronomicon, and is useful against certain enemies/makes a good use of strenght and Envenom, but in general, it's a meh card. Alchemize and Escape Plan actually are nice cards, keep that in mind aswell.
I've put the most important cards of each deck in bold text. You don't necessarily always need the core cards for these decks to be good enough, but be very carefuly of picking Core cards before enablers, as you could end up with a card that has no purpose in your deck for the whole run, that's enough to make you lose.
Several Deadly Poisons and Catalysts are most important to have. I never bother with Noxious Fumes, it does too little poison to be worth it. You also want to get Corpse Explosion as soon as possible. Burst works wonders for a poison deck as well.
In terms of defense, Footwork is essential and you want as many as you can get (up to 3 at least...) Leg Sweep is another one of the best defensive cards, but Backflip is also excellent for the card draw and Blur is pretty good as well.
there is many flashy fun strats like low deck size with grand finale. or bullet time decks with runic pyramid and deck size down. etc.
but most reliable and consistent way to win a high win rate. this is what i do:
i remove my basic strikes, and i don't add other similar cards as basic strikes. the 50 50 ratio, i don't use it, and i win alot with my own ratio.
my ratio is this 1 or 2 poison cards, tons of blocks. things like backflips and deflects are some of the bests. because it's free or draws cards. the rest of the cards should be card draw or energy generation(mostly card draw). things like acrobatics, and outmaneuver. concentrate isn't very good only get it if you got frozen egg and it's automatically upgraded. the discard this card to draw 2 cards or get 2 energy are good. vbut don't go overkill in getting them.
as far as powers, they don't affect my own ratios counter. the powers disappear once played and that's why i don't let them affect my ratio counter. i do keep in mind though they slighly slow the deck down, and adjust accordingly in choosing the rest of my deck. things like noxoius fumes, footwork, and well laid plans you can add them in freely it won't affect your ratios, and noxious fumes i don't count that as the 1 or 2 poison cards. wehn i said 1 or 2 poison cards i meant in the deck as cards that don't disappear.
if your deck is like this you'll be able to block everything every single combat, and still outscale enemies with poison. even if you barely tap them with poison every once in a while.
this is how i win 90 percent plus win rate on easiest difficulty. oh and i forgot caltrops is pretty solid aswell. especially vs the heart.
winning high win rate, isn't entirely this. you gotta know all the enemies, you gotta be smart in how you play for example saving your power potions, using other weaker potions mroe freely like attack potion. etc. be smarter about route picking, if you aim to pick up every single relic you can, you are making sacrifices and it's important to realize that. you will lose more runs than necessary if you always do a specific type of route picking, you gotta adjust your route picking for the specific run that you are on. if you don't you wont' adapt as easy, and you will go lower win rate. in situations you get burned and barely lose i move on, and win the run.
Do you just copy paste that in every Silent threads?
This is exactly what I do! Lagavulin helps.
Tired of winning low win rate? Sick of the 50 50 ratio? Fed up with the A20 luck players lording it over you?
Well, now you can! Hi, I'm bevet, and I used to win low win rate now I win high win rate. I'm here today to tell YOU how to (say it with me everyone) artificially boost your bad strategy into competence!
(pause for applause)
I'm going to show you how to:
Just follow my simple 56 step* program and you too can block everything every single combat and still outscale enemies with poison. I guarantee you will be winning high win rate 90 percent plus win rate** or my name isn't "the barn," or whatever I've changed it to by the time this airs.
*I forgot one thing, and also one more thing, and wait one more thing after that, and also one more thing so it is actually 64 step.
**On easiest difficulty
Translated from bevet: Shivs suck unless you get lucky with Relics....
..... surprisingly still is the best Shiv advice in this thread