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This. I wanted to say for ironclad 15~25. Or maybe 18~30. But how many cards always depends on which cards.
Can also depend on your relics, how many upgraded cards you have, and specific combos will toss the whole rulebook out the window.
It really depends if you want to go super combo heavy, you can win the game pretty effectively by being highly selective with cards while going heavy on card removal by prioritizing event spaces and shops. Ironclad has lots of powers so it’s good to mention it matter less for him overall since powers are effectively one time use per combat. Also he synergizes better with a junk deck, using evolution with wound giving cards is an effective build. Same with headbutt along with all the other ways he has to manipulate discard pile.
The silent more relies on what’s already in your hand along with more planning out draws. Stuff like well laid plans and all the “next turn gain x” cards come to mind. I would say the silent by default is more set to make a full proof combo cycle deck mainly due to having more draw mechanics and cheaper starting cards. Bash is a huge detriment in some builds due to its cost factor. The most ideal deck is something that guarantees you a win and consistently removes the ability to take damage whether through pure defense or through not giving the enemy a turn to act.
Most the time yes it is good to go for around 15-20 cards with ample cycle like pommel strikes and just having overall good card quality by removing strikes and defends.
My strongest Ironclad was had about 12 cards focused on Flex and Limit Break.
This game makes a ton of decks viable.